# Example: # # example_effect = { # add_resource = { energy = -100 } # } # # # In a script file: # # effect = { # example_effect = yes # } # add_cosmogenesis_level_1_perks = { #FE Buildings are random draw now add_research_option = tech_cosmogenesis_crisis_1 add_research_option = tech_dark_matter_power_core add_research_option = tech_cosmogenesis_world if = { limit = { country_uses_bio_ships = yes } add_research_option = tech_weaver_bio_healing_6 add_research_option = tech_weaver_bio_evasion_6 } } add_cosmogenesis_level_2_perks = { add_research_option = tech_cosmogenesis_crisis_2 add_research_option = tech_dark_matter_propulsion add_research_option = tech_enigmatic_decoder if = { limit = { country_uses_bio_ships = no } add_research_option = tech_cosmogenesis_escort } else = { add_research_option = tech_cosmogenesis_mauler add_research_option = tech_cosmogenesis_weaver add_research_option = tech_weaver_bio_fire_rate_6 add_research_option = tech_weaver_bio_confuser_6 } } add_cosmogenesis_level_3_perks = { add_research_option = tech_cosmogenesis_crisis_3 add_research_option = tech_dark_matter_deflector add_research_option = tech_enigmatic_encoder if = { limit = { country_uses_bio_ships = no } add_research_option = tech_cosmogenesis_battlecruiser } else = { add_research_option = tech_cosmogenesis_harbinger add_research_option = tech_weaver_bio_anti_evasion_6 add_research_option = tech_weaver_bio_anti_fire_rate_6 } } add_cosmogenesis_level_4_perks = { add_research_option = tech_cosmogenesis_crisis_4 add_research_option = tech_energy_lance_2 add_research_option = tech_dragon_armor if = { limit = { country_uses_bio_ships = no } add_research_option = tech_cosmogenesis_FE_titan } else = { add_research_option = tech_cosmogenesis_stinger } add_research_option = tech_cosmogenesis_thesis } add_cosmogenesis_level_5_perks = { add_research_option = tech_cosmogenesis_crisis_5 add_research_option = tech_nanite_repair_system add_research_option = tech_nanite_flak_batteries add_research_option = tech_nanite_autocannon } remove_all_cybernetic_traits = { modify_species = { species = this inline_script = { script = traits/remove_all_cybernetic_traits } } } add_augmentation_bazaars_cyborg_traits = { save_event_target_as = cyborg_pop owner = { switch = { trigger = has_country_flag augmentation_bazaars_power_drills = { event_target:cyborg_pop = { modify_species = { add_trait = trait_cyborg_power_drills } } } augmentation_bazaars_harvesters = { event_target:cyborg_pop = { modify_species = { add_trait = trait_cyborg_harvesters } } } augmentation_bazaars_superconductive = { event_target:cyborg_pop = { modify_species = { add_trait = trait_cyborg_superconductive } } } } } } # Called from a pop, creates a cyber species. If the species ID is 7, # the cyber variant is saved as global event target cyberspecies7. create_cyber_species_effect = { species = { modify_species = { effect = { create_species = { is_mod = yes name = this plural = this class = this portrait = this traits = this can_be_modified = this homeworld = this namelist = this gender = this traits = { ideal_planet_class = this } } last_created_species = { change_species_characteristics = { remove_trait = trait_latent_psionic remove_trait = trait_psionic add_trait = trait_cybernetic } save_global_event_target_as = cyberspecies@prev } } } } } create_cyber_creed_species_effect = { species = { modify_species = { effect = { create_species = { is_mod = yes name = this plural = this class = this portrait = this traits = this can_be_modified = this homeworld = this namelist = this gender = this traits = { ideal_planet_class = this } } last_created_species = { change_species_characteristics = { remove_trait = trait_latent_psionic remove_trait = trait_psionic remove_trait = trait_cyborg_creed_of_construction remove_trait = trait_cyborg_creed_of_war remove_trait = trait_cyborg_creed_of_research remove_trait = trait_cyborg_creed_of_labor remove_trait = trait_cyborg_ritualistic_implants add_trait = trait_cybernetic } save_global_event_target_as = cybercreedspecies@root.owner } } } } } cyberize_pops_effect = { event_target:changing_pop_group = { event_target:cyberspecies@species = { save_event_target_as = cyberspecies_current } } while = { limit = { any_owned_pop_group = { exists = event_target:cyberspecies_current exists = event_target:changing_species is_exact_same_species = event_target:changing_species [[SPIRITUALIST] is_spiritualist = yes ] [[!SPIRITUALIST] is_spiritualist = no ] NOR = { has_trait = trait_cybernetic has_trait = trait_limited_cybernetic } } } count = value:pop_to_cyberize_per_month weighted_random_owned_pop_group = { limit = { is_exact_same_species = event_target:changing_species [[SPIRITUALIST] is_spiritualist = yes ] [[!SPIRITUALIST] is_spiritualist = no ] NOR = { has_trait = trait_cybernetic has_trait = trait_limited_cybernetic } } this = { save_event_target_as = source_pop_group } } event_target:source_pop_group = { planet = { create_pop_group = { pop_group = event_target:source_pop_group species = event_target:cyberspecies_current size = 0 effect = { save_event_target_as = target_pop_group transfer_pop_amount = { source = event_target:source_pop_group target = event_target:target_pop_group amount = 100 } } } } } event_target:target_pop_group = { [[LIMITED] modify_species = { species = this remove_trait = trait_cybernetic add_trait = trait_limited_cybernetic add_traits_at_start_of_list = yes } ] } } } cyberize_limited_hive_pops_effect = { event_target:changing_pop_group = { event_target:cyberspecies@species = { save_event_target_as = cyberspecies_current } } every_owned_pop_group = { limit = { exists = event_target:cyberspecies_current exists = event_target:changing_species is_exact_same_species = event_target:changing_species NOR = { has_trait = trait_cybernetic has_trait = trait_limited_cybernetic } } planet = { create_pop_group = { pop_group = event_target:source_pop_group species = event_target:cyberspecies_current size = 0 effect = { save_event_target_as = target_pop_group transfer_pop_amount = { source = event_target:source_pop_group target = event_target:target_pop_group percentage = 0.05 } } } } event_target:target_pop_group = { modify_species = { species = this remove_trait = trait_cybernetic add_trait = trait_limited_cybernetic add_traits_at_start_of_list = yes } } } } cyberize_creed_pops_effect = { event_target:cybercreedspecies@root.owner = { save_event_target_as = cyberspecies_current } while = { limit = { any_owned_pop_group = { exists = event_target:cyberspecies_current is_same_species = owner.species NOT = { has_trait = trait_cybernetic } pop_group_size > 0 } } [[SINGLE_LOOP] count = 1 ] [[!SINGLE_LOOP] count = value:pop_to_cyberize_per_month_creed ] weighted_random_owned_pop_group = { limit = { is_same_species = owner.species NOT = { has_trait = trait_cybernetic } [[TINY_GROUPS] pop_group_size > 0 pop_group_size < 5 ] } this = { save_event_target_as = source_pop_group } } if = { limit = { exists = event_target:source_pop_group } event_target:source_pop_group = { planet = { create_pop_group = { pop_group = event_target:source_pop_group species = event_target:cyberspecies_current size = 0 effect = { save_event_target_as = target_pop_group transfer_pop_amount = { source = event_target:source_pop_group target = event_target:target_pop_group amount = 100 } } } } } } if = { limit = { exists = event_target:target_pop_group } event_target:target_pop_group = { owner = { switch = { trigger = has_country_flag cybernetic_creed_construction = { prev = { modify_species = { species = this add_trait = trait_cyborg_creed_of_construction add_traits_at_start_of_list = yes } } } cybernetic_creed_war = { prev = { modify_species = { species = this add_trait = trait_cyborg_creed_of_war add_traits_at_start_of_list = yes } } } cybernetic_creed_research = { prev = { modify_species = { species = this add_trait = trait_cyborg_creed_of_research add_traits_at_start_of_list = yes } } } cybernetic_creed_labor = { prev = { modify_species = { species = this add_trait = trait_cyborg_creed_of_labor add_traits_at_start_of_list = yes } } } cybernetic_creed_general = { prev = { modify_species = { species = this add_trait = trait_cyborg_ritualistic_implants add_traits_at_start_of_list = yes } } } } } } } } } # Requires: event_target:changing_species and event_target:cyberspecies@species cyberize_leaders_effect = { every_owned_leader = { limit = { exists = event_target:cyberspecies@species exists = event_target:changing_species is_exact_same_species = event_target:changing_species NOR = { has_trait = leader_trait_cyborg has_trait = leader_trait_limited_cyborg } OR = { is_spiritualist = no owner = { has_country_flag = cyber_force_objectors } } } remove_trait = leader_trait_psionic change_species = event_target:cyberspecies@species add_trait = { trait = leader_trait_cyborg show_message = no } } every_pool_leader = { limit = { exists = event_target:cyberspecies@species exists = event_target:changing_species is_exact_same_species = event_target:changing_species NOR = { has_trait = leader_trait_cyborg has_trait = leader_trait_limited_cyborg } OR = { is_spiritualist = no owner = { has_country_flag = cyber_force_objectors } } } remove_trait = leader_trait_psionic change_species = event_target:cyberspecies@species add_trait = { trait = leader_trait_cyborg show_message = no } } update_node_portraits_if_gestalt_effect = yes } # Requires: event_target:changing_species and event_target:cyberspecies@species cyberize_leaders_limited_effect = { every_owned_leader = { limit = { exists = event_target:cyberspecies@species exists = event_target:changing_species is_exact_same_species = event_target:changing_species NOR = { has_trait = leader_trait_cyborg has_trait = leader_trait_limited_cyborg } is_spiritualist = yes } remove_trait = leader_trait_psionic change_species = event_target:cyberspecies@species add_trait = { trait = leader_trait_limited_cyborg show_message = no } } every_pool_leader = { limit = { exists = event_target:cyberspecies@species exists = event_target:changing_species is_exact_same_species = event_target:changing_species NOR = { has_trait = leader_trait_cyborg has_trait = leader_trait_limited_cyborg } is_spiritualist = yes } remove_trait = leader_trait_psionic change_species = event_target:cyberspecies@species add_trait = { trait = leader_trait_limited_cyborg show_message = no } } } # Requires: event_target:cybercreedspecies@root.owner cyberize_creed_leaders_effect = { every_owned_leader = { limit = { exists = event_target:cybercreedspecies@root.owner is_same_species = owner.species NOT = { has_trait = leader_trait_cyborg } } remove_trait = leader_trait_ritualistic_implants_cyborg change_species = event_target:cybercreedspecies@root.owner add_trait = { trait = leader_trait_cyborg show_message = no } } every_pool_leader = { limit = { exists = event_target:cybercreedspecies@root.owner is_same_species = owner.species NOT = { has_trait = leader_trait_cyborg } } remove_trait = leader_trait_ritualistic_implants_cyborg change_species = event_target:cybercreedspecies@root.owner add_trait = { trait = leader_trait_cyborg show_message = no } } update_node_portraits_if_gestalt_effect = yes } # Requires: event_target:changing_species and event_target:cyberspecies@species cyberize_colony_ships_effect = { every_controlled_ship = { limit = { is_ship_class = shipclass_colonizer exists = event_target:cyberspecies@species exists = event_target:changing_species exists = species species = { is_exact_same_species = event_target:changing_species NOR = { has_trait = leader_trait_cyborg has_trait = leader_trait_limited_cyborg } } } change_species = event_target:cyberspecies@species } } # Requires: event_target:changing_species and event_target:cyberspecies@species cyberize_armies_effect = { every_owned_army = { limit = { exists = event_target:cyberspecies@species exists = event_target:changing_species exists = species species = { is_exact_same_species = event_target:changing_species NOR = { has_trait = leader_trait_cyborg has_trait = leader_trait_limited_cyborg } } army_type = assault_army } modify_army = { name = random species = event_target:cyberspecies@species } } every_owned_army = { limit = { exists = event_target:cyberspecies@species exists = event_target:changing_species exists = species exists = planet species = { is_exact_same_species = event_target:changing_species NOR = { has_trait = leader_trait_cyborg has_trait = leader_trait_limited_cyborg } } army_type = defense_army } modify_army = { name = random species = event_target:cyberspecies@species } } } # Synthesize $COUNT$ number of pops synthesize_pops_effect = { while = { limit = { any_owned_pop_group = { exists = event_target:synthspecies@root.owner is_same_species = owner.species NOT = { has_trait = trait_mechanical } } } count = $COUNT$ weighted_random_owned_pop_group = { limit = { is_same_species = owner.species NOT = { has_trait = trait_mechanical } } this = { save_event_target_as = source_pop_group } } event_target:source_pop_group = { planet = { create_pop_group = { pop_group = event_target:source_pop_group species = event_target:synthspecies@root.owner size = 0 effect = { save_event_target_as = target_pop_group transfer_pop_amount = { source = event_target:source_pop_group target = event_target:target_pop_group amount = 100 } } } } } } } assimilate_armies = { every_owned_army = { limit = { exists = $SOURCE$ exists = $TARGET$ exists = species species = { is_exact_same_species = $SOURCE$ } army_type = assault_army } modify_army = { name = random species = $TARGET$ } } every_owned_army = { limit = { exists = $SOURCE$ exists = $TARGET$ exists = species exists = planet species = { is_exact_same_species = $SOURCE$ } army_type = defense_army } modify_army = { name = random species = $TARGET$ } } } assimilate_colony_ships = { every_controlled_ship = { limit = { is_ship_class = shipclass_colonizer exists = $SOURCE$ exists = $TARGET$ exists = species species = { is_exact_same_species = $SOURCE$ } } change_species = $TARGET$ } } assimilate_leaders = { if = { limit = { exists = $SOURCE$ exists = $TARGET$ } every_owned_leader = { limit = { is_exact_same_species = $SOURCE$ } change_species = $TARGET$ update_leader_after_modification = yes } every_pool_leader = { limit = { is_exact_same_species = $SOURCE$ } change_species = $TARGET$ update_leader_after_modification = yes } update_node_portraits_if_gestalt_effect = yes } } synth_queen_spawn = { #Silent Spawn if = { # Xenophobe FE capital limit = { any_galaxy_planet = { has_planet_flag = xenophobe_fe_capital NOR = { is_planet_class = pc_broken is_planet_class = pc_shielded } owner = { NOT = { has_country_flag = scion_master } } } } random_galaxy_planet = { limit = { has_planet_flag = xenophobe_fe_capital } synth_queen_wipe_planet = yes synth_queen_wipe_system = yes } } else_if = { # Any FE capital Non-Machine limit = { any_galaxy_planet = { has_planet_flag = fallen_empire_world is_capital = yes owner = { is_fallen_empire = yes is_fallen_empire_machine = no NOT = { has_country_flag = scion_master } } } } random_galaxy_planet = { limit = { has_planet_flag = fallen_empire_world is_capital = yes owner = { is_fallen_empire = yes is_fallen_empire_machine = no NOT = { has_country_flag = scion_master } } } synth_queen_wipe_planet = yes synth_queen_wipe_system = yes } } else_if = { # Relic World limit = { any_galaxy_planet = { is_planet_class = pc_relic } } random_galaxy_planet = { limit = { is_planet_class = pc_relic } synth_queen_wipe_planet = yes synth_queen_wipe_system = yes } } else_if = { #Tomb World limit = { any_galaxy_planet = { is_planet_class = pc_nuked } } random_galaxy_planet = { limit = { is_planet_class = pc_nuked } synth_queen_wipe_planet = yes synth_queen_wipe_system = yes } } else = { random_galaxy_planet = { limit = { is_colonizable = yes } synth_queen_wipe_planet = yes synth_queen_wipe_system = yes } } random_system = { limit = { any_system_planet = { has_planet_flag = synth_queen_bastille } } set_star_flag = synth_queen_capital save_global_event_target_as = synth_queen_capital_system } event_target:synth_queen_capital_system = { save_event_target_as = synth_queen_system random_system_planet = { limit = { has_planet_flag = synth_queen_bastille } create_species = { name = "NAME_Cetana" class = "ROBOT" namelist = "CETANA" portrait = "synth_queen" traits = { trait = "trait_mechanical" } effect = { save_event_target_as = synth_queen_species } } create_country = { name = "NAME_The_Tempest" #"NAME_Synth_Queen" type = "synth_queen_storm" species = event_target:synth_queen_species name_list = "CETANA" flag = { icon= { category = "spherical" file = "flag_spherical_15.dds" } background= { category = "backgrounds" file = "00_solid.dds" } colors = { "grey" "grey" "null" "null" } } effect = { create_ship_design = { design = "NAME_Synth_Queen_Titan" } add_ship_design = last_created_design create_ship_design = { design = "NAME_Synth_Queen_Harrier" } add_ship_design = last_created_design create_ship_design = { design = "NAME_Synth_Queen_Starbase" } add_ship_design = last_created_design create_ship_design = { design = "NAME_Synth_Queen_Royal_Guard" } add_ship_design = last_created_design create_ship_design = { design = "NAME_Synth_Queen_Starbase_Big" } add_ship_design = last_created_design create_ship_design = { design = "NAME_Queens_Eye" } add_ship_design = last_created_design add_modifier = { modifier = queen_combat_modifier days = -1 } save_event_target_as = synth_queen_country save_global_event_target_as = synth_queen_country_global set_graphical_culture = synth_queen_01 activate_fog_machine = synth_queen_nanite create_leader = { class = commander species = event_target:synth_queen_country name = "NAME_Cetana" immortal = yes skill = 10 event_leader = yes skip_background_generation = yes set_age = 126872 custom_description = cetana_desc traits = { 0 = subclass_commander_councilor } } set_leader = last_created_leader create_leader = { class = commander species = event_target:synth_queen_country name = "NAME_Cetana" immortal = yes skill = 10 event_leader = yes skip_background_generation = yes set_age = 126872 custom_description = cetana_desc traits = { 0 = subclass_commander_councilor } effect = { change_leader_portrait = cetana_mammalian save_global_event_target_as = cetana_mammalian } } create_leader = { class = commander species = event_target:synth_queen_country name = "NAME_Cetana" immortal = yes skill = 10 event_leader = yes skip_background_generation = yes set_age = 126872 custom_description = cetana_desc traits = { 0 = subclass_commander_councilor } effect = { change_leader_portrait = cetana_reptilian save_global_event_target_as = cetana_reptilian } } create_leader = { class = commander species = event_target:synth_queen_country name = "NAME_Cetana" immortal = yes skill = 10 event_leader = yes skip_background_generation = yes set_age = 126872 custom_description = cetana_desc traits = { 0 = subclass_commander_councilor } effect = { change_leader_portrait = cetana_robot save_global_event_target_as = cetana_robot } } create_leader = { class = commander species = event_target:synth_queen_country name = "NAME_Cetana" immortal = yes skill = 10 event_leader = yes skip_background_generation = yes set_age = 126872 custom_description = cetana_desc traits = { 0 = subclass_commander_councilor } effect = { change_leader_portrait = cetana_aquatic save_global_event_target_as = cetana_aquatic } } create_leader = { class = commander species = event_target:synth_queen_country name = "NAME_Cetana" immortal = yes skill = 10 event_leader = yes skip_background_generation = yes set_age = 126872 custom_description = cetana_desc traits = { 0 = subclass_commander_councilor } effect = { change_leader_portrait = cetana_lithoid save_global_event_target_as = cetana_lithoid } } create_leader = { class = commander species = event_target:synth_queen_country name = "NAME_Cetana" immortal = yes skill = 10 event_leader = yes skip_background_generation = yes set_age = 126872 custom_description = cetana_desc traits = { 0 = subclass_commander_councilor } effect = { change_leader_portrait = cetana_plantoid save_global_event_target_as = cetana_plantoid } } create_leader = { class = commander species = event_target:synth_queen_country name = "NAME_Cetana" immortal = yes skill = 10 event_leader = yes skip_background_generation = yes set_age = 126872 custom_description = cetana_desc traits = { 0 = subclass_commander_councilor } effect = { change_leader_portrait = cetana_molluscoid save_global_event_target_as = cetana_molluscoid } } create_leader = { class = commander species = event_target:synth_queen_country name = "NAME_Cetana" immortal = yes skill = 10 event_leader = yes skip_background_generation = yes set_age = 126872 custom_description = cetana_desc traits = { 0 = subclass_commander_councilor } effect = { change_leader_portrait = cetana_avian save_global_event_target_as = cetana_avian } } create_leader = { class = commander species = event_target:synth_queen_country name = "NAME_Cetana" immortal = yes skill = 10 event_leader = yes skip_background_generation = yes set_age = 126872 custom_description = cetana_desc traits = { 0 = subclass_commander_councilor } effect = { change_leader_portrait = cetana_empty save_global_event_target_as = cetana_empty } } } } change_pc = pc_gray_goo reset_planet = yes set_name = "NAME_Somnivaya" add_modifier = { modifier = terraforming_candidate days = -1 } } create_starbase = { size = big_starbase_synth_queen owner = event_target:synth_queen_country effect = { while = { count = 12 create_synth_queen_platform = yes } } } event_target:synth_queen_country = { create_fleet = { name = "NAME_Synth_Queen_Starbase" effect = { set_owner = event_target:synth_queen_country create_ship = { name = random design = "NAME_Synth_Queen_Starbase" } set_location = { target = event_target:synth_queen_system distance = 50 angle = 0 } while = { count = 3 create_synth_queen_platform = yes } } } create_fleet = { name = "NAME_Synth_Queen_Starbase" effect = { set_owner = event_target:synth_queen_country create_ship = { name = random design = "NAME_Synth_Queen_Starbase" } set_location = { target = event_target:synth_queen_system distance = 50 angle = 60 } while = { count = 3 create_synth_queen_platform = yes } } } create_fleet = { name = "NAME_Synth_Queen_Starbase" effect = { set_owner = event_target:synth_queen_country create_ship = { name = random design = "NAME_Synth_Queen_Starbase" } set_location = { target = event_target:synth_queen_system distance = 50 angle = 120 } while = { count = 3 create_synth_queen_platform = yes } } } create_fleet = { name = "NAME_Synth_Queen_Starbase" effect = { set_owner = event_target:synth_queen_country create_ship = { name = random design = "NAME_Synth_Queen_Starbase" } set_location = { target = event_target:synth_queen_system distance = 50 angle = 180 } while = { count = 3 create_synth_queen_platform = yes } } } create_fleet = { name = "NAME_Synth_Queen_Starbase" effect = { set_owner = event_target:synth_queen_country create_ship = { name = random design = "NAME_Synth_Queen_Starbase" } set_location = { target = event_target:synth_queen_system distance = 50 angle = 240 } while = { count = 3 create_synth_queen_platform = yes } } } create_fleet = { name = "NAME_Synth_Queen_Starbase" effect = { set_owner = event_target:synth_queen_country create_ship = { name = random design = "NAME_Synth_Queen_Starbase" } set_location = { target = event_target:synth_queen_system distance = 50 angle = 300 } while = { count = 3 create_synth_queen_platform = yes } } } create_fleet = { name = "synth_queen_titan_fleet_name" settings = { is_ultra_boss = yes } effect = { set_fleet_flag = synth_queen_titan_ship set_owner = PREV create_ship = { name = random design = "NAME_Synth_Queen_Titan" } set_location = { target = event_target:synth_queen_system distance = 5 angle = random } set_fleet_stance = aggressive set_aggro_range = 3000 set_aggro_range_measure_from = self set_fleet_bombardment_stance = armageddon } } while = { count = 6 synth_queen_create_war_fleet = yes } } } } synth_queen_wipe_planet = { set_planet_flag = synth_queen_bastille save_global_event_target_as = synth_queen_capital if = { limit = { pop_amount > 0 } remove_all_buildings = yes destroy_colony = yes } } synth_queen_wipe_system = { solar_system = { if = { # If we're stealing a player system, warn them limit = { exists = owner owner = { is_country_type = default NOT = { has_country_flag = speech_1 } } } save_event_target_as = synth_queen_lost_system owner = { country_event = { id = crisis.8020 days = 1 random = 5 } } } set_star_flag = synth_queen_system # Kill everyone every_system_planet = { limit = { pop_amount > 0 exists = owner owner = { is_primitive = no } } remove_all_buildings = yes destroy_colony = yes } # Check fleets every_fleet_in_system = { # Exclude those owned by the Synth Queen, so she won't accidentally destroy her own battleships limit = { owner = { is_synth_queen_country_type = no } } # Destroy all stations if = { limit = { is_mobile = no } delete_fleet = this } # Ships else = { if = { #handle ships that should never be killed like that limit = { any_owned_ship = { OR = { is_ship_size = behemoth_04 is_ship_size = voidspawn_boss } } } every_owned_ship = { reduce_hp_percent = 15 } closest_system = { limit = { NOT = { has_modifier = queen_scorn_storm } } save_event_target_as = destination_system } set_location = event_target:destination_system } else_if = { limit = { owner = { NOR = { is_country_type = default is_country_type = fallen_empire } } } # If owned by FEs/enclaves, destroy them destroy_fleet = this } else = { # If not, damage them and send them home every_owned_ship = { random_list = { 1 = { reduce_hp_percent = 99 } 1 = { reduce_hp_percent = 85 } 1 = { reduce_hp_percent = 78 } 1 = { reduce_hp_percent = 90 } 1 = { reduce_hp_percent = 62 } 1 = { destroy_ship = this } } } set_mia = mia_return_home } } } if = { limit = { NOT = { has_global_flag = synth_queen_revenge_done } } # Turn the planets into nanite worlds every_system_planet = { limit = { NOR = { is_star = yes is_planet_class = pc_gas_giant is_planet_class = pc_astral_scar is_planet_class = pc_habitat is_asteroid = yes is_colonizable = yes is_ringworld = yes } } change_pc = pc_gray_goo clear_deposits = yes if = { limit = { NOT = { has_deposit = d_nanites_deposit } } add_deposit = d_nanites_deposit } } every_system_planet = { limit = { NOR = { is_star = yes is_planet_class = pc_gas_giant is_planet_class = pc_astral_scar is_planet_class = pc_habitat is_asteroid = yes is_colonizable = no is_ringworld = yes } } change_pc = pc_gray_goo if = { limit = { NOT = { has_modifier = terraforming_candidate } } add_modifier = { modifier = terraforming_candidate days = -1 } } } every_system_planet = { limit = { OR = { is_planet_class = pc_habitat is_ringworld = yes } NOR = { is_planet_class = pc_ringworld_habitable_damaged is_planet_class = pc_ringworld_tech_damaged is_planet_class = pc_ringworld_seam_damaged } } if = { limit = { is_planet_class = pc_habitat } spawn_habitat_cracker_effect = yes } else_if = { limit = { is_ringworld = yes } spawn_ringworld_cracker_effect = yes change_pc = pc_ringworld_habitable_damaged } else_if = { limit = { is_planet_class = pc_ringworld_tech } spawn_ringworld_cracker_effect = yes change_pc = pc_ringworld_tech_damaged } else_if = { limit = { is_planet_class = pc_ringworld_seam } spawn_ringworld_cracker_effect = yes change_pc = pc_ringworld_seam_damaged } } # Spawn Queen starbases if = { limit = { has_star_flag = synth_queen_system exists = event_target:synth_queen_country_global NOT = { any_ship_in_system = { is_ship_size = big_starbase_synth_queen } } } create_starbase = { size = starbase_synth_queen owner = event_target:synth_queen_country_global effect = { while = { count = 2 create_synth_queen_platform = yes } } } } } add_modifier = { modifier = queen_scorn_storm days = -1 } } } synth_queen_create_war_fleet = { create_fleet = { settings = { } effect = { set_owner = PREV while = { count = 9 create_ship = { name = random design = "NAME_Synth_Queen_Harrier" } } while = { count = 2 create_ship = { name = random design = "NAME_Synth_Queen_Royal_Guard" } } set_location = { target = event_target:synth_queen_capital distance = 5 angle = random } set_fleet_stance = aggressive set_aggro_range = 1000 set_aggro_range_measure_from = self set_fleet_bombardment_stance = armageddon } } } synth_queen_spawn_history_projects = { optimize_memory # Ensure we got the target if = { limit = { NOT = { exists = event_target:synth_queen_capital_system } } random_system = { limit = { has_star_flag = synth_queen_capital } save_global_event_target_as = synth_queen_capital_system } } # Set flags to spawn 5 projects (4 lore + one empty one) random_system = { limit = { OR = { NOT = { exists = space_owner } space_owner = { NOR = { is_homicidal = yes is_synth_queen_country_type = yes is_country_type = synth_queen_outposts } } } any_system_planet = { uninhabitable_regular_planet = yes NOT = { has_planet_flag = synth_queen_history_site } } } set_star_flag = synth_queen_history_system random_system_planet = { limit = { uninhabitable_regular_planet = yes NOT = { has_planet_flag = synth_queen_history_site } } set_planet_flag = synth_queen_history_site set_planet_flag = synth_queen_history_site_1 } } random_system = { limit = { OR = { NOT = { exists = space_owner } space_owner = { NOR = { is_homicidal = yes is_synth_queen_country_type = yes is_country_type = synth_queen_outposts } } } any_system_planet = { uninhabitable_regular_planet = yes NOT = { has_planet_flag = synth_queen_history_site } } } set_star_flag = synth_queen_history_system random_system_planet = { limit = { uninhabitable_regular_planet = yes NOT = { has_planet_flag = synth_queen_history_site } } set_planet_flag = synth_queen_history_site set_planet_flag = synth_queen_history_site_2 } } random_system = { limit = { OR = { NOT = { exists = space_owner } space_owner = { NOR = { is_homicidal = yes is_synth_queen_country_type = yes is_country_type = synth_queen_outposts } } } any_system_planet = { uninhabitable_regular_planet = yes NOT = { has_planet_flag = synth_queen_history_site } } } set_star_flag = synth_queen_history_system random_system_planet = { limit = { uninhabitable_regular_planet = yes NOT = { has_planet_flag = synth_queen_history_site } } set_planet_flag = synth_queen_history_site set_planet_flag = synth_queen_history_site_3 } } random_system = { limit = { OR = { NOT = { exists = space_owner } space_owner = { NOR = { is_homicidal = yes is_synth_queen_country_type = yes is_country_type = synth_queen_outposts } } } any_system_planet = { uninhabitable_regular_planet = yes NOT = { has_planet_flag = synth_queen_history_site } } } set_star_flag = synth_queen_history_system random_system_planet = { limit = { uninhabitable_regular_planet = yes NOT = { has_planet_flag = synth_queen_history_site } } set_planet_flag = synth_queen_history_site set_planet_flag = synth_queen_history_site_4 } } random_system = { limit = { OR = { NOT = { exists = space_owner } space_owner = { NOR = { is_homicidal = yes is_synth_queen_country_type = yes is_country_type = synth_queen_outposts } } } any_system_planet = { uninhabitable_regular_planet = yes NOT = { has_planet_flag = synth_queen_history_site } } } set_star_flag = synth_queen_history_system random_system_planet = { limit = { uninhabitable_regular_planet = yes NOT = { has_planet_flag = synth_queen_history_site } } set_planet_flag = synth_queen_history_site set_planet_flag = synth_queen_history_site_empty } } # Set flags to spawn additional, "fake" projects if playing on bigger galaxy sizes [[NUM_EXTRA_PROJECTS] while = { count = $NUM_EXTRA_PROJECTS$ random_system = { limit = { OR = { NOT = { exists = space_owner } space_owner = { NOR = { is_homicidal = yes is_synth_queen_country_type = yes is_country_type = synth_queen_outposts } } } any_system_planet = { uninhabitable_regular_planet = yes NOT = { has_planet_flag = synth_queen_history_site } } } set_star_flag = synth_queen_history_system random_system_planet = { limit = { uninhabitable_regular_planet = yes NOT = { has_planet_flag = synth_queen_history_site } } set_planet_flag = synth_queen_history_site set_planet_flag = synth_queen_history_site_empty } } } ] } synth_queen_spawn_history_projects_for_everyone = { every_system = { limit = { has_star_flag = synth_queen_history_system } every_system_planet = { limit = { has_planet_flag = synth_queen_history_site } if = { limit = { has_planet_flag = synth_queen_history_site_empty } enable_special_project = { name = THE_SYNTH_QUEENS_INVESTIGATION_FAKE owner = root location = this } } else = { enable_special_project = { name = THE_SYNTH_QUEENS_INVESTIGATION owner = root location = this } } } } } synth_queen_create_convoy_fleet = { create_country = { #Every Fleet is its own country so you can't aggro them all in one raid name = "NAME_Cetana_Convoys" type = synth_queen_convoys name_list = "CETANA" flag = { icon = { category = "special" file = "synth_queen.dds" } background = { category = "backgrounds" file = "00_solid.dds" } colors = { "dark_blue" "dark_blue" "null" "null" } } effect = { set_graphical_culture = synth_queen_01 save_global_event_target_as = synth_queen_convoy_country every_country = { establish_communications_no_message = event_target:synth_queen_convoy_country } set_country_flag = protected_from_queen_storm add_modifier = { modifier = synth_queen_convoy_slowdown days = -1 } } } create_fleet = { settings = { } effect = { set_owner = event_target:synth_queen_convoy_country set_name = NAME_Synth_Queen_Convoy while = { count = 3 create_ship = { name = random design = "NAME_Synth_Queen_Harrier" } } while = { count = 1 create_ship = { name = random design = "NAME_Synth_Queen_Royal_Guard" } } set_location = { target = event_target:synth_queen_capital distance = 5 angle = random } set_fleet_stance = passive random_system = { limit = { exists = owner owner = { is_country_type = synth_queen_outposts } has_star_flag = synth_queen_outpost NOT = { has_star_flag = incoming_convoy } } set_timed_star_flag = { flag = incoming_convoy days = 120 } star = { save_event_target_as = convoy_first_destination } } auto_move_to_planet = { target = event_target:convoy_first_destination clear_auto_move_on_arrival = yes } every_playable_country = { limit = { has_event_chain = the_synth_queen_raids_chain } enable_special_project = { name = THE_SYNTH_QUEENS_CONVOY_AMBUSH owner = this location = prev } } #Failsafe to grab inactive convoys every_country = { limit = { is_country_type = synth_queen_convoys any_owned_fleet = { is_fleet_idle = yes } } random_owned_fleet = { owner = { country_event = { id = crisis.8140 scopes = { from = prev } } } } } #Failsafe if somehow the queen's war fleets end up stranded if = { limit = { NOT = { any_country = { is_country_type = swarm is_country_type = ai_empire is_country_type = extradimensional is_country_type = extradimensional_2 is_country_type = extradimensional_3 is_country_type = fallen_empire is_country_type = awakened_fallen_empire } } } random_country = { limit = { is_country_type = synth_queen } random_system_within_border = { limit = { has_star_flag = synth_queen_capital } save_event_target_as = synth_queen_capital } #SQ recalls fleets, shores them up, then sends them on patrols every_owned_fleet = { limit = { is_mobile = yes is_fleet_idle = yes } auto_move_to_planet = { target = event_target:synth_queen_capital.star clear_auto_move_on_arrival = yes } } } } } } } synth_queen_create_outpost = { create_country = { #Every Outpost is its own country so you can't aggro them all in one raid name = "NAME_Cetana_Outpost" type = synth_queen_outposts name_list = "CETANA" flag = { icon = { category = "special" file = "synth_queen.dds" } background = { category = "backgrounds" file = "flag_BG_13.dds" } colors = { "burgundy" "burgundy" "null" "null" } } effect = { set_graphical_culture = synth_queen_01 save_event_target_as = synth_queen_outpost_country every_country = { establish_communications_no_message = event_target:synth_queen_outpost_country } set_country_flag = protected_from_queen_storm create_ship_design = { design = "NAME_Synth_Queen_Starbase_Big" } add_ship_design = last_created_design activate_fog_machine = synth_queen_nanite } } create_starbase = { size = big_starbase_synth_queen owner = event_target:synth_queen_outpost_country effect = { solar_system = { star = { save_event_target_as = sq_outpost } } } } create_fleet = { settings = { } effect = { set_owner = event_target:synth_queen_outpost_country set_name = NAME_Outpost_Defenders while = { count = 3 create_ship = { name = random design = "NAME_Synth_Queen_Harrier" } } while = { count = 1 create_ship = { name = random design = "NAME_Synth_Queen_Royal_Guard" } } set_fleet_stance = passive set_aggro_range = 1000 set_aggro_range_measure_from = self set_location = { target = event_target:sq_outpost } } } set_star_flag = synth_queen_outpost } synth_queen_fleet_garrison = { set_fleet_settings = { garrison = yes } } synth_queen_fleet_patrol = { set_fleet_flag = mobile_defender if = { limit = { NOT = { has_global_flag = synth_queen_war_started } } queue_actions = { repeat = { find_random_system = { trigger = { id = "crisis_8156.trigger.1" exists = owner owner = { is_same_value = root } NOT = { has_star_flag = synth_queen_capital } has_star_flag = synth_queen_system } found_system = { move_to = this } } find_closest_planet = { trigger = { id = "crisis_8156.trigger.2" is_star = yes } found_planet = { orbit_planet = THIS wait = { duration = 180 random = 180 } } } } } } } synth_queen_fleet_convoys_patrol = { set_fleet_flag = mobile_convoy queue_actions = { repeat = { wait = { duration = 80 random = 80 } find_random_planet = { found_planet = { orbit_planet = this } } } } } synth_queen_debuff = { if = { limit = { is_difficulty = 6 } add_modifier = { modifier = synth_queen_regen_debuff days = -1 } } else_if = { limit = { is_difficulty = 5 } add_modifier = { modifier = synth_queen_regen_debuff days = -1 mult = 2 } } else_if = { limit = { is_difficulty = 4 } add_modifier = { modifier = synth_queen_regen_debuff days = -1 mult = 3 } } else_if = { limit = { is_difficulty = 3 } add_modifier = { modifier = synth_queen_regen_debuff days = -1 mult = 4 } } else_if = { limit = { is_difficulty = 2 } add_modifier = { modifier = synth_queen_regen_debuff days = -1 mult = 5 } } else_if = { limit = { is_difficulty = 1 } add_modifier = { modifier = synth_queen_regen_debuff days = -1 mult = 6 } } else_if = { limit = { is_difficulty = 0 } add_modifier = { modifier = synth_queen_regen_debuff days = -1 mult = 7 } } } #This for the queens demands synth_queen_create_mini_outpost = { create_country = { #Every Outpost is its own country so you can't aggro them all in one raid name = "NAME_Cetana_Outpost" type = synth_queen_outposts name_list = "CETANA" flag = { icon = { category = "special" file = "synth_queen.dds" } background = { category = "backgrounds" file = "flag_BG_13.dds" } colors = { "burgundy" "burgundy" "null" "null" } } effect = { save_event_target_as = synth_queen_outpost_country every_country = { establish_communications_no_message = event_target:synth_queen_outpost_country } set_country_flag = protected_from_queen_storm create_ship_design = { design = "NAME_Synth_Queen_Starbase_Big" } add_ship_design = last_created_design activate_fog_machine = synth_queen_nanite } } create_starbase = { size = big_starbase_synth_queen owner = event_target:synth_queen_outpost_country effect = { solar_system = { star = { save_event_target_as = sq_outpost } } } } create_fleet = { settings = { } effect = { set_owner = event_target:synth_queen_outpost_country set_name = NAME_Outpost_Defenders while = { count = 6 create_ship = { name = random design = "NAME_Synth_Queen_Harrier" } } set_fleet_stance = passive set_aggro_range = 1000 set_aggro_range_measure_from = self set_location = { target = event_target:sq_outpost } } } set_star_flag = synth_queen_outpost } synth_queen_mini_wipe_system = { solar_system = { set_star_flag = synth_queen_system every_system_planet = { limit = { pop_amount > 0 exists = owner owner = { is_primitive = no } } destroy_colony = yes } every_fleet_in_system = { limit = { is_mobile = no } delete_fleet = this } every_fleet_in_system = { limit = { is_mobile = yes } every_owned_ship = { random_list = { 1 = { reduce_hp_percent = 99 } 1 = { reduce_hp_percent = 85 } 1 = { reduce_hp_percent = 78 } 1 = { reduce_hp_percent = 90 } 1 = { reduce_hp_percent = 62 } 1 = { destroy_ship = this } } } if = { limit = { owner = { NOR = { is_country_type = default is_country_type = fallen_empire } } } destroy_fleet = this } else = { set_mia = mia_return_home } } every_system_planet = { limit = { NOR = { is_star = yes is_planet_class = pc_gas_giant is_planet_class = pc_astral_scar is_asteroid = yes is_colonizable = yes is_ringworld = yes } } change_pc = pc_gray_goo clear_deposits = yes } random_system_planet = { limit = { is_planet_class = pc_gray_goo } if = { limit = { NOT = { has_deposit = d_nanites_deposit } } add_deposit = d_nanites_deposit } } every_system_planet = { limit = { NOR = { is_star = yes is_planet_class = pc_gas_giant is_planet_class = pc_astral_scar is_asteroid = yes is_colonizable = no is_ringworld = yes } } change_pc = pc_gray_goo if = { limit = { NOT = { has_modifier = terraforming_candidate } } add_modifier = { modifier = terraforming_candidate days = -1 } } } add_modifier = { modifier = queen_scorn_storm days = -1 } } } create_synth_queen_platform = { create_ship = { name = random design = "NAME_Queens_Eye" graphical_culture = owner } } make_fallen_empire = { set_country_type = fallen_empire set_country_flag = cosmogenesis_fe_empire if = { limit = { is_gestalt = no } change_government = { civics = { civic = civic_lethargic_leadership civic = civic_empire_in_decline } remove_invalid_civics = yes } } else_if = { limit = { is_machine_empire = yes } change_government = { civics = { civic = civic_machine_remnants civic = civic_custodian_directives } remove_invalid_civics = yes } } else_if = { limit = { is_hive_empire = yes } change_government = { civics = { civic = civic_antediluvian_mind civic = civic_sluggish_drones } remove_invalid_civics = yes } } ruler = { add_skill = 9 } if = { limit = { country_uses_bio_ships = no } if = { limit = { is_gestalt = yes } 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" set_graphical_culture = fallen_machine_empire_01 } else_if = { limit = { OR = { has_ethic = ethic_fanatic_xenophobe has_ethic = ethic_fanatic_militarist } } 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_Starbase" 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" set_graphical_culture = fallen_empire_04 } else_if = { limit = { OR = { is_fanatic_xenophile = yes is_fanatic_pacifist = yes } } 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_Starbase" 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" set_graphical_culture = fallen_empire_03 } else_if = { limit = { has_ethic = ethic_fanatic_spiritualist } 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_Starbase" 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" set_graphical_culture = fallen_empire_01 } else = { 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_Starbase" 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" set_graphical_culture = fallen_empire_02 } } else = { add_global_ship_design = "NAME_HIVE_FE_Small_Weaver_War" add_global_ship_design = "NAME_HIVE_FE_Small_Weaver_Growth" add_global_ship_design = "NAME_HIVE_FE_Small_Weaver_Control" add_global_ship_design = "NAME_HIVE_FE_Large_Mauler_Swarm" add_global_ship_design = "NAME_HIVE_FE_Large_Mauler_Picket" add_global_ship_design = "NAME_HIVE_FE_Large_Weaver_Control" add_global_ship_design = "NAME_HIVE_FE_Large_Harbinger" add_global_ship_design = "NAME_HIVE_FE_Construction" add_global_ship_design = "NAME_HIVE_FE_Colony" add_global_ship_design = "NAME_HIVE_FE_Colossus" add_global_ship_design = "NAME_HIVE_FE_Platform" add_global_ship_design = "NAME_HIVE_FE_Starbase" add_global_ship_design = "NAME_HIVE_Citadel_1" add_global_ship_design = "NAME_HIVE_Citadel_2" add_global_ship_design = "NAME_HIVE_Citadel_3" set_graphical_culture = "biogenesis_01_fallen_empire" } create_fallen_empire_cosmogenesis_navy = yes add_modifier = { modifier = fe_ship_cost_modifier days = -1 } every_system = { limit = { exists = owner owner = { is_same_value = root } OR = { NOT = { exists = sector } sector = { has_sector_type = normal_sector } } } every_fleet_in_system = { limit = { is_mobile = no } destroy_fleet = this } } random_owned_planet = { limit = { is_capital = yes } create_fallen_empire_planet = yes while = { count = 50 random_list = { 1 = { modifier = { add = 8 is_planet_class = pc_habitat } modifier = { add = 4 is_planet_class = pc_hive } modifier = { add = 4 is_planet_class = pc_machine } } 9 = { create_pop_group = { species = root.species } } } } } every_planet_within_border = { limit = { exists = owner is_planet_class = pc_cosmogenesis_world } destroy_colony = yes solar_system = { spawn_megastructure = { type = cosmogenesis_world_ruined coords_from = PREV } random_system_planet = { limit = { has_planet_flag = has_cosmogenesis_world } remove_planet_flag = has_cosmogenesis_world remove_planet_flag = has_megastructure } } remove_planet = yes } every_planet_within_border = { limit = { exists = sector sector = { has_sector_type = core_sector } is_colonizable = yes } create_colony = { owner = root species = root.species } create_fallen_empire_planet = yes } every_system = { limit = { exists = owner owner = { is_same_value = root } exists = starbase } starbase = { set_starbase_size = starbase_citadel set_starbase_module = { slot = 1 module = shipyard } set_starbase_module = { slot = 2 module = anchorage } set_starbase_module = { slot = 3 module = anchorage } set_starbase_module = { slot = 4 module = hangar_bay } set_starbase_module = { slot = 5 module = gun_battery } set_starbase_module = { slot = 6 module = gun_battery } while = { count = 10 create_fallen_empire_platform = yes } } } } create_fallen_empire_planet = { set_planet_flag = fallen_empire_world if = { limit = { is_artificial = no root = { is_gestalt = no } } change_pc = pc_city } if = { limit = { is_artificial = no root = { is_hive_empire = yes } } change_pc = pc_hive } if = { limit = { is_artificial = no root = { is_machine_empire = yes } } change_pc = pc_machine } remove_all_buildings = yes if = { limit = { root = { is_machine_empire = yes } } add_building = building_ancient_control_center } if = { limit = { root = { is_hive_empire = yes } } add_building = building_ancient_hive_capital } else = { add_building = building_ancient_palace } add_building = building_fe_stronghold if = { limit = { root = { OR = { is_gestalt = no has_valid_civic = civic_machine_servitor } } } add_building = building_affluence_center add_building = building_affluence_center } else = { add_building = building_class_4_singularity add_building = building_fe_security_2 } add_building = building_nourishment_center add_building = building_class_4_singularity add_building = building_dimensional_fabricator add_building = building_fe_mine_2 add_building = building_nano_forge add_building = building_nano_forge add_building = building_fe_dome add_building = building_fe_administration_hive_2 remove_all_districts = yes if = { limit = { is_planet_class = pc_city } while = { limit = { free_district_slots > 0 } random_list = { 3 = { add_district = district_arcology_housing } 1 = { add_district = district_arcology_arms_industry } 1 = { add_district = district_arcology_civilian_industry } 1 = { add_district = district_arcology_leisure } 1 = { add_district = district_arcology_administrative } } } } else_if = { limit = { is_planet_class = pc_ringworld_habitable } while = { limit = { free_district_slots > 0 } random_list = { 3 = { add_district = district_rw_city } 1 = { add_district = district_rw_urban_1 } 1 = { add_district = district_rw_urban_2 } 1 = { add_district = district_rw_urban_3 } } } } else_if = { limit = { is_planet_class = pc_habitat } while = { limit = { free_district_slots > 0 } add_district = district_hab_housing } } else_if = { limit = { is_planet_class = pc_hive } while = { limit = { free_district_slots > 0 } random_list = { 3 = { add_district = district_hive } 1 = { add_district = district_hive_1 } 1 = { add_district = district_hive_2 } 1 = { add_district = district_hive_3 } } } if = { limit = { num_districts = { type = district_nexus_1 value >= 1 } } add_zone = { district = district_nexus_1 zone = zone_energy_hive } } if = { limit = { num_districts = { type = district_nexus_2 value >= 1 } } add_zone = { district = district_nexus_2 zone = zone_minerals_hive } } if = { limit = { num_districts = { type = district_nexus_3 value >= 1 } } add_zone = { district = district_nexus_3 zone = zone_food_hive } } } else_if = { limit = { is_planet_class = pc_machine } while = { limit = { free_district_slots > 0 } random_list = { 3 = { add_district = district_nexus } 1 = { add_district = district_nexus_1 } 1 = { add_district = district_nexus_2 } 1 = { add_district = district_nexus_3 } } } if = { limit = { num_districts = { type = district_nexus_1 value >= 1 } } add_zone = { district = district_nexus_1 zone = zone_energy_nexus } } if = { limit = { num_districts = { type = district_nexus_2 value >= 1 } } add_zone = { district = district_nexus_2 zone = zone_minerals_nexus } } } while = { count = 85 random_list = { 1 = { modifier = { add = 8 is_planet_class = pc_habitat } modifier = { add = 4 is_planet_class = pc_hive } modifier = { add = 4 is_planet_class = pc_machine } } 9 = { create_pop_group = { species = root.species } } } } while = { count = 20 random_list = { 1 = { modifier = { factor = 0 exists = owner owner = { is_machine_empire = no } } create_army = { name = random owner = root species = root type = "machine_assault_2" } } 1 = { modifier = { factor = 0 exists = owner owner = { has_finished_psionic_tradition = no } } create_army = { name = random owner = root species = root type = "psionic_army" } } 1 = { modifier = { factor = 0 exists = owner owner = { NOR = { has_tradition = tr_cloning_finish has_tradition = tr_purity_finish has_tradition = tr_mutation_finish has_tradition = tr_genetics_finish } } } create_army = { name = random owner = root species = root type = "gene_warrior_army" } } 1 = { modifier = { factor = 0 exists = owner owner = { OR = { has_tradition = tr_genetics_finish has_tradition = tr_cloning_finish has_tradition = tr_purity_finish has_tradition = tr_mutation_finish has_finished_psionic_tradition = yes is_machine_empire = yes } } } create_army = { name = random owner = root species = root type = "xenomorph_army" } } } } } create_fallen_empire_cosmogenesis_fleet = { owner = { create_leader = { class = commander species = owner_main_species name = random skill = 10 leader_age_min = 25 leader_age_max = 45 } } create_fleet = { effect = { set_owner = root while = { count = 16 create_fallen_empire_large_ship = yes } while = { count = 36 create_fallen_empire_small_ship = yes } random_list = { 25 = { set_location = { target = root.capital_scope distance = 30 angle = random } } 25 = { set_location = { target = root.capital_scope distance = 45 angle = random } } 25 = { set_location = { target = root.capital_scope distance = 60 angle = random } } 25 = { set_location = { target = root.capital_scope distance = 75 angle = random } } } } } last_created_fleet = { assign_leader = last_created_leader } } create_fallen_empire_cosmogenesis_navy = { create_fallen_empire_cosmogenesis_fleet = yes create_fallen_empire_cosmogenesis_fleet = yes random = { chance = 50 create_fallen_empire_cosmogenesis_fleet = yes } random = { chance = 25 create_fallen_empire_cosmogenesis_fleet = yes } if = { limit = { host_has_dlc = "Apocalypse" } random = { chance = 75 create_fleet = { effect = { set_owner = root create_fallen_empire_colossus = yes set_location = { target = root.capital_scope distance = 30 angle = random } } } } } random = { chance = 75 create_fleet = { effect = { set_owner = root create_fallen_empire_titan = yes set_location = { target = root.capital_scope distance = 20 angle = random } } } } random = { chance = 75 create_fleet = { effect = { set_owner = root create_fallen_empire_titan = yes set_location = { target = root.capital_scope distance = 20 angle = random } } } } create_fleet = { effect = { set_owner = root create_fallen_empire_construction_ship = yes set_location = { target = root.capital_scope distance = 60 angle = random } } } create_fleet = { effect = { set_owner = root create_fallen_empire_construction_ship = yes set_location = { target = root.capital_scope distance = 80 angle = random } } } create_fleet = { effect = { set_owner = root create_fallen_empire_construction_ship = yes set_location = { target = root.capital_scope distance = 100 angle = random } } } } create_army_on_planet = { $PLANET$ = { create_army = { owner = $OWNER$ type = $TYPE$ species = $SPECIES$ } } } create_individual_machine_country = { create_country = { name = random type = default species = last_created_species ignore_initial_colony_error = yes day_zero_contact = no ethos = { ethic = random } authority = auth_dictatorial civics = random flag = random origin = origin_separatists effect = { modify_species = { species = this add_trait = trait_machine_unit add_traits_at_start_of_list = yes } save_event_target_as = current_uprising } } } set_theses_flags = { if = { limit = { has_country_flag = cosmogenesis_has_done_a_thesis_2 NOT = { has_country_flag = cosmogenesis_has_done_a_thesis } } remove_country_flag = cosmogenesis_has_done_a_thesis_2 set_country_flag = cosmogenesis_has_done_a_thesis_3 } else_if = { limit = { has_country_flag = cosmogenesis_has_done_a_thesis NOT = { has_country_flag = cosmogenesis_has_done_a_thesis_3 } } remove_country_flag = cosmogenesis_has_done_a_thesis set_country_flag = cosmogenesis_has_done_a_thesis_2 } else_if = { limit = { NOR = { has_country_flag = cosmogenesis_has_done_a_thesis has_country_flag = cosmogenesis_has_done_a_thesis_2 has_country_flag = cosmogenesis_has_done_a_thesis_3 } } set_country_flag = cosmogenesis_has_done_a_thesis } } technological_gifts_of_the_synth_queen_effect = { if = { limit = { NAND = { has_technology = tech_ascension_theory has_technology = tech_enigmatic_encoder has_technology = tech_enigmatic_decoder has_technology = tech_dark_matter_deflector has_technology = tech_shield_hardeners_2 has_technology = tech_dark_matter_power_core has_technology = tech_jump_drive_1 has_technology = tech_dragon_armor has_technology = tech_armor_hardeners_2 has_technology = tech_mine_living_metal has_technology = tech_mega_engineering } } locked_random_list = { 1 = { modifier = { factor = 0 has_technology = tech_ascension_theory } add_research_option = tech_ascension_theory add_tech_progress = { tech = tech_ascension_theory progress = 0.50 } } 1 = { modifier = { factor = 0 has_technology = tech_enigmatic_encoder } add_research_option = tech_enigmatic_encoder add_tech_progress = { tech = tech_enigmatic_encoder progress = 0.50 } } 1 = { modifier = { factor = 0 has_technology = tech_enigmatic_decoder } add_research_option = tech_enigmatic_decoder add_tech_progress = { tech = tech_enigmatic_decoder progress = 0.50 } } 1 = { modifier = { factor = 0 has_technology = tech_dark_matter_deflector } add_research_option = tech_dark_matter_deflector add_tech_progress = { tech = tech_dark_matter_deflector progress = 0.50 } } 1 = { modifier = { factor = 0 has_technology = tech_shield_hardeners_2 } add_research_option = tech_shield_hardeners_2 add_tech_progress = { tech = tech_shield_hardeners_2 progress = 0.50 } } 1 = { modifier = { factor = 0 has_technology = tech_dark_matter_power_core } add_research_option = tech_dark_matter_power_core add_tech_progress = { tech = tech_dark_matter_power_core progress = 0.50 } } 1 = { modifier = { factor = 0 has_technology = tech_jump_drive_1 } add_research_option = tech_jump_drive_1 add_tech_progress = { tech = tech_jump_drive_1 progress = 0.50 } } 1 = { modifier = { factor = 0 has_technology = tech_dragon_armor } add_research_option = tech_dragon_armor add_tech_progress = { tech = tech_dragon_armor progress = 0.50 } } 1 = { modifier = { factor = 0 has_technology = tech_armor_hardeners_2 } add_research_option = tech_armor_hardeners_2 add_tech_progress = { tech = tech_armor_hardeners_2 progress = 0.50 } } 1 = { modifier = { factor = 0 has_technology = tech_mine_living_metal } add_research_option = tech_mine_living_metal add_tech_progress = { tech = tech_mine_living_metal progress = 0.50 } } 1 = { modifier = { factor = 0 has_technology = tech_mega_engineering } add_research_option = tech_mega_engineering add_tech_progress = { tech = tech_mega_engineering progress = 0.50 } } } } else_if = { limit = { NOT = { has_technology = tech_synth_queen_knowledge } } set_country_flag = synth_queen_knowledge add_research_option = tech_synth_queen_knowledge add_tech_progress = { tech = tech_synth_queen_knowledge progress = 0.50 } } else_if = { limit = { has_technology = tech_synth_queen_knowledge } locked_random_list = { 10 = { add_random_research_option = { add_progress = 0.50 area = engineering ignore_prereqs = no fail_effects = { add_monthly_resource_mult = { resource = engineering_research value = @tier5researchreward min = @tier5researchmin max = @tier5researchmax } } } } 10 = { add_random_research_option = { add_progress = 0.50 area = physics ignore_prereqs = no fail_effects = { add_monthly_resource_mult = { resource = physics_research value = @tier5researchreward min = @tier5researchmin max = @tier5researchmax } } } } 10 = { add_random_research_option = { add_progress = 0.50 area = society ignore_prereqs = no fail_effects = { add_monthly_resource_mult = { resource = society_research value = @tier5researchreward min = @tier5researchmin max = @tier5researchmax } } } } } } } defeating_synth_queen_rewards = { add_modifier = { modifier = "cetana_defeated" days = 3600 } add_monthly_resource_mult = { resource = unity value = @tier5unityreward } hidden_effect = { end_event_chain = "the_synth_queen_war_chain" end_event_chain = "the_synth_queen_history_chain" if = { limit = { has_origin = origin_cybernetic_creed } set_country_flag = footsteps_of_the_prophet_achievement } } } save_nanotech_subsume_target = { random_system_within_border = { limit = { is_capital_system = yes } random_system_planet = { limit = { is_star = no is_colonizable = no is_capital = no is_artificial = no is_astral_scar = no is_asteroid = no } set_planet_flag = nanotech_subsume_target } } } create_synth_species_effect = { if = { limit = { NOT = { exists = event_target:synthspecies@root.owner } } owner_main_species = { create_species = { is_mod = yes name = this plural = this class = "ROBOT" portrait = "default_robot" traits = { trait = trait_mechanical } can_be_modified = this homeworld = this namelist = this gender = this effect = { set_synth_origin_traits_effect = yes set_synth_or_robot_portrait_effect = yes save_global_event_target_as = synthspecies@root.owner } } } owner = { if = { limit = { has_policy_flag = robots_outlawed } set_policy = { policy = robot_pop_policy option = robot_pops_allowed cooldown = yes } } if = { limit = { OR = { has_policy_flag = ai_servitude has_policy_flag = ai_outlawed } } set_policy = { policy = artificial_intelligence_policy option = ai_full_rights cooldown = yes } } } } } set_synth_origin_traits_effect = { prev = { switch = { trigger = has_trait trait_survivor = { prev = { change_species_characteristics = { add_trait = trait_robot_survivor } } } trait_void_dweller_1 = { prev = { change_species_characteristics = { add_trait = trait_void_dweller_2 } } } trait_aquatic = { prev = { change_species_characteristics = { add_trait = trait_robot_aquatic } } } trait_cave_dweller = { prev = { change_species_characteristics = { add_trait = trait_robot_cave_dweller } } } } } } set_synth_or_robot_portrait_effect = { if = { limit = { prev = { use_robot_portrait_tma_synth_machine_01 = yes } } change_species_characteristics = { portrait = "synth_machine_01" } } else_if = { limit = { prev = { use_robot_portrait_tma_synth_machine_02 = yes } } change_species_characteristics = { portrait = "synth_machine_02" } } else_if = { limit = { prev = { use_robot_portrait_tma_synth_machine_03 = yes } } change_species_characteristics = { portrait = "synth_machine_03" } } else_if = { limit = { prev = { use_robot_portrait_tma_synth_machine_04 = yes } } change_species_characteristics = { portrait = "synth_machine_04" } } else_if = { limit = { prev = { use_robot_portrait_tma_synth_machine_05 = yes } } change_species_characteristics = { portrait = "synth_machine_05" } } else_if = { limit = { prev = { use_robot_portrait_tma_synth_machine_06 = yes } } change_species_characteristics = { portrait = "synth_machine_06" } } else_if = { limit = { prev = { use_robot_portrait_tma_synth_machine_07 = yes } } change_species_characteristics = { portrait = "synth_machine_07" } } else_if = { limit = { prev = { use_robot_portrait_tma_synth_machine_08 = yes } } change_species_characteristics = { portrait = "synth_machine_08" } } else_if = { limit = { prev = { use_robot_portrait_tma_synth_machine_09 = yes } } change_species_characteristics = { portrait = "synth_machine_09" } } else_if = { limit = { prev = { use_robot_portrait_sd_hum_robot = yes } } change_species_characteristics = { portrait = "sd_hum_robot" } } else_if = { limit = { prev = { use_robot_portrait_sd_mam_robot = yes } } change_species_characteristics = { portrait = "sd_mam_robot" } } else_if = { limit = { prev = { use_robot_portrait_sd_rep_robot = yes } } change_species_characteristics = { portrait = "sd_rep_robot" } } else_if = { limit = { prev = { use_robot_portrait_sd_avi_robot = yes } } change_species_characteristics = { portrait = "sd_avi_robot" } } else_if = { limit = { prev = { use_robot_portrait_sd_art_robot = yes } } change_species_characteristics = { portrait = "sd_art_robot" } } else_if = { limit = { prev = { use_robot_portrait_sd_mol_robot = yes } } change_species_characteristics = { portrait = "sd_mol_robot" } } else_if = { limit = { prev = { use_robot_portrait_sd_fun_robot = yes } } change_species_characteristics = { portrait = "sd_fun_robot" } } else_if = { limit = { prev = { use_robot_portrait_sd_pla_robot = yes } } change_species_characteristics = { portrait = "sd_pla_robot" } } else_if = { limit = { prev = { use_robot_portrait_sd_lit_robot = yes } } change_species_characteristics = { portrait = "lith_machine" } } else_if = { limit = { prev = { use_robot_portrait_sd_nec_robot = yes } } change_species_characteristics = { portrait = "nec_machine" } } else_if = { limit = { prev = { use_robot_portrait_sd_aqu_robot = yes } } change_species_characteristics = { portrait = "aqu_machine" } } else_if = { limit = { prev = { use_robot_portrait_sd_tox_robot = yes } } change_species_characteristics = { portrait = "tox_machine" } } } doomclock_increase_small = { event_target:synth_queen_country_global = { random_situation = { limit = { is_situation_type = situation_synth_queen_doomclock } if = { limit = { check_galaxy_setup_value = { setting = crisis_strength_scale value < 1 } } add_situation_progress = 1.5 } else_if = { limit = { check_galaxy_setup_value = { setting = crisis_strength_scale value >= 1 } check_galaxy_setup_value = { setting = crisis_strength_scale value < 5 } } add_situation_progress = 3 } else_if = { limit = { check_galaxy_setup_value = { setting = crisis_strength_scale value >= 5 } check_galaxy_setup_value = { setting = crisis_strength_scale value < 10 } } add_situation_progress = 6 } else_if = { limit = { check_galaxy_setup_value = { setting = crisis_strength_scale value >= 10 } check_galaxy_setup_value = { setting = crisis_strength_scale value <= 20 } } add_situation_progress = 9 } else_if = { limit = { check_galaxy_setup_value = { setting = crisis_strength_scale value > 20 } } add_situation_progress = 12 } else = { #if something goes wrong, revert to standard value add_situation_progress = 3 } } } } doomclock_increase_large = { event_target:synth_queen_country_global = { random_situation = { limit = { is_situation_type = situation_synth_queen_doomclock } if = { limit = { check_galaxy_setup_value = { setting = crisis_strength_scale value < 1 } } add_situation_progress = 2.5 } else_if = { limit = { check_galaxy_setup_value = { setting = crisis_strength_scale value >= 1 } check_galaxy_setup_value = { setting = crisis_strength_scale value < 5 } } add_situation_progress = 5 } else_if = { limit = { check_galaxy_setup_value = { setting = crisis_strength_scale value >= 5 } check_galaxy_setup_value = { setting = crisis_strength_scale value < 10 } } add_situation_progress = 10 } else_if = { limit = { check_galaxy_setup_value = { setting = crisis_strength_scale value >= 10 } check_galaxy_setup_value = { setting = crisis_strength_scale value <= 20 } } add_situation_progress = 15 } else_if = { limit = { check_galaxy_setup_value = { setting = crisis_strength_scale value > 20 } } add_situation_progress = 20 } else = { #if something goes wrong, revert to standard value add_situation_progress = 5 } } } } arc_welders_start_effect = { save_event_target_as = arc_welders_empire capital_scope.solar_system = { # Prefer existing molten planets... if = { limit = { any_system_planet = { is_moon = no is_planet_class = pc_molten NOT = { has_deposit_for = shipclass_research_station } } } random_system_planet = { limit = { is_moon = no is_planet_class = pc_molten NOT = { has_deposit_for = shipclass_research_station } } save_event_target_as = arc_furnace_site } } # If none exist, find a toxic or barren planet instead... else_if = { limit = { any_system_planet = { is_moon = no OR = { is_planet_class = pc_toxic is_planet_class = pc_barren } NOT = { has_deposit_for = shipclass_research_station } } } random_system_planet = { limit = { is_moon = no OR = { is_planet_class = pc_toxic is_planet_class = pc_barren } NOT = { has_deposit_for = shipclass_research_station } } change_pc = pc_molten save_event_target_as = arc_furnace_site } } # Failing that, resort to a molten, toxic or barren moon else = { random_system_planet = { limit = { OR = { is_planet_class = pc_molten is_planet_class = pc_toxic is_planet_class = pc_barren is_planet_class = pc_barren_cold } NOT = { has_deposit_for = shipclass_research_station } } change_pc = pc_molten save_event_target_as = arc_furnace_site } } spawn_megastructure = { type = orbital_arc_furnace_1 owner = event_target:arc_welders_empire planet = event_target:arc_furnace_site coords_from = event_target:arc_furnace_site graphical_culture = event_target:arc_welders_empire } closest_system = { limit = { OR = { has_star_flag = neighbor_t1 has_star_flag = neighbor_t1_first_colony has_star_flag = neighbor_t2 has_star_flag = neighbor_t2_first_colony } } max_steps = 3 origin_spawn_system_effect = { INITIALIZER = arc_welders_construction_system } add_extra_hyperlane_to_spawned_system_effect = yes } } country_event = { id = machine_age.3410 # Need to set the variable for number of arc furnaces constructed days = 1 } give_technology = { tech = tech_orbital_arc_furnace message = no } capital_scope = { set_planet_size = 15 while = { count = 3 random_owned_pop_group = { limit = { is_same_species = event_target:arc_welders_empire.species } kill_single_pop = yes } } while = { limit = { has_district = district_mining } remove_district = district_mining add_district_and_planet_size_if_needed_effect = { district = district_generator } } } } obsessional_directive_start_effect = { capital_scope.solar_system = { random_system_planet = { limit = { colonizable_planet = no is_star = no NOR = { is_planet_class = pc_gas_giant is_terraforming_candidate = yes has_deposit_for = shipclass_research_station } } add_deposit = d_consumer_goods_obsessional_directive if = { limit = { NOT = { has_modifier = obsessional_directive_mod } } hidden_effect = { add_modifier = { modifier = obsessional_directive_mod days = -1 } } } } } } doomclock_reveal = { if = { limit = { NOT = { has_country_flag =synth_queen_player_can_see_doomclock } } set_country_flag = synth_queen_player_can_see_doomclock } } synth_queen_progress_situation = { random_situation = { limit = { is_situation_type = situation_synth_queen_player_facing } save_event_target_as = queen_situation } # This looks ugly but will make the tooltip look tidy and clean event_target:queen_situation = { add_situation_progress = $SCORE$ } } synth_queen_give_storm_project = { if = { # If for some weird edge case you don't have the first storm project, get it limit = { NOT = { has_country_flag = synth_queen_started_storm_project } } set_country_flag = synth_queen_started_storm_project enable_special_project = { name = "THE_SYNTH_QUEENS_STORM" owner = ROOT } } else_if = { # If you already got and finished the first project, get the second one limit = { has_country_flag = synth_queen_started_storm_project has_country_flag = synth_queen_researched_first_storm_project } enable_special_project = { name = "THE_SYNTH_QUEENS_STORM_2" owner = ROOT } } # If you are still researching the first project, you will get the second one after that } synth_queen_raid_projects = { every_system = { limit = { has_star_flag = synth_queen_outpost } enable_special_project = { name = THE_SYNTH_QUEENS_OUTPOST_AMBUSH owner = prev location = this } } } synth_queen_fe_war = { if = { limit = { any_country = { OR = { is_country_type = fallen_empire is_country_type = awakened_fallen_empire } } } every_country = { limit = { OR = { is_country_type = fallen_empire is_country_type = awakened_fallen_empire } } declare_war = { target = event_target:synth_queen_country_global name = cetana_war attacker_war_goal = wg_end_threat } } awaken_guardians_of_the_galaxy = yes } else = { country_event = { id = crisis.8045 days = 360 } } } synth_queen_scion_warning = { # If playing Scion, FE warn you instead of dragging you into the war if = { limit = { any_playable_country = { has_origin = origin_scion exists = overlord overlord = { has_country_flag = scion_master } } } every_playable_country = { limit = { has_origin = origin_scion exists = overlord overlord = { has_country_flag = scion_master } } # Scion receive a message changing their agreement terms country_event = { id = crisis.8046 days = 7 } } } else = { synth_queen_fe_war = yes } } synth_queen_details_reveal = { if = { limit = { NOT = { has_country_flag = synth_queen_player_can_see_name } } set_country_flag = synth_queen_player_can_see_name } if = { limit = { NOT = { has_country_flag = synth_queen_player_can_see_flag } } set_country_flag = synth_queen_player_can_see_flag } if = { limit = { NOT = { has_country_flag = synth_queen_player_can_see_opinion } } set_country_flag = synth_queen_player_can_see_opinion } } nanotech_deposit_nanite_generation = { event_target:nanotech_country = { if = { limit = { NOT = { has_country_flag = notified_of_nanites_payoff } } create_message = { type = MESSAGE_NANOTECH_BOON localization = MESSAGE_NANOTECH_BOON_DESC days = 30 target = prev } set_timed_country_flag = { flag = notified_of_nanites_payoff days = 60 } } } random_list = { 1 = { modifier = { factor = 0 NOT = { has_planet_flag = nanites_doubled_4 } } event_target:nanotech_country = { add_resource = { nanites = 1024 } } } 1 = { modifier = { factor = 0 NOT = { has_planet_flag = nanites_doubled_5 } } event_target:nanotech_country = { add_resource = { nanites = 2048 } } } 1 = { modifier = { factor = 0 NOT = { has_planet_flag = nanites_doubled_6 } } event_target:nanotech_country = { add_resource = { nanites = 4096 } } } 1 = { modifier = { factor = 0 NOT = { has_planet_flag = nanites_doubled_7 } } event_target:nanotech_country = { add_resource = { nanites = 8192 } } } 1 = { modifier = { factor = 0 NOT = { has_planet_flag = nanites_doubled_8 } } event_target:nanotech_country = { add_resource = { nanites = 16384 } } } 1 = { modifier = { factor = 0 NOT = { has_planet_flag = nanites_doubled_9 } } event_target:nanotech_country = { add_resource = { nanites = 32768 } } } } } get_cetana_face = { species = { switch = { trigger = is_species_class MAM = { event_target:cetana_mammalian = { save_event_target_as = cetana_face } } HUM = { event_target:cetana_mammalian = { save_event_target_as = cetana_face } } REP = { event_target:cetana_reptilian = { save_event_target_as = cetana_face } } AVI = { event_target:cetana_avian = { save_event_target_as = cetana_face } } ART = { event_target:cetana_molluscoid = { save_event_target_as = cetana_face } } MOL = { event_target:cetana_molluscoid = { save_event_target_as = cetana_face } } TOX = { event_target:cetana_molluscoid = { save_event_target_as = cetana_face } } FUN = { event_target:cetana_plantoid = { save_event_target_as = cetana_face } } PLANT = { event_target:cetana_plantoid = { save_event_target_as = cetana_face } } LITHOID = { event_target:cetana_lithoid = { save_event_target_as = cetana_face } } AQUATIC = { event_target:cetana_aquatic = { save_event_target_as = cetana_face } } MACHINE = { event_target:cetana_robot = { save_event_target_as = cetana_face } } ROBOT = { event_target:cetana_robot = { save_event_target_as = cetana_face } } default = { event_target:cetana_mammalian = { save_event_target_as = cetana_face } } } } } save_deposits = { if = { limit = { has_deposit = d_genesis_preserve } set_planet_flag = d_genesis_preserve } if = { limit = { has_deposit = d_genesis_monument } set_planet_flag = d_genesis_monument } if = { limit = { has_deposit = d_nanites_medium } set_planet_flag = d_nanites_medium } if = { limit = { has_deposit = d_nanites_small } set_planet_flag = d_nanites_small } if = { limit = { has_deposit = d_nanites_tiny } set_planet_flag = d_nanites_tiny } if = { limit = { has_deposit = d_living_metal_medium } set_planet_flag = d_living_metal_medium } if = { limit = { has_deposit = d_living_metal_small } set_planet_flag = d_living_metal_small } if = { limit = { has_deposit = d_living_metal_tiny } set_planet_flag = d_living_metal_tiny } if = { limit = { has_deposit = d_virtual_power_medium } set_planet_flag = d_virtual_power_medium } if = { limit = { has_deposit = d_virtual_power_small } set_planet_flag = d_virtual_power_small } if = { limit = { has_deposit = d_virtual_power_tiny } set_planet_flag = d_virtual_power_tiny } } restore_saved_deposits = { if = { limit = { has_planet_flag = d_genesis_preserve } add_deposit = d_genesis_preserve remove_planet_flag = d_genesis_preserve } if = { limit = { has_planet_flag = d_genesis_monument } add_deposit = d_genesis_monument remove_planet_flag = d_genesis_monument } if = { limit = { has_planet_flag = d_nanites_medium } add_deposit = d_nanites_medium remove_planet_flag = d_nanites_medium } if = { limit = { has_planet_flag = d_nanites_small } add_deposit = d_nanites_small remove_planet_flag = d_nanites_small } if = { limit = { has_planet_flag = d_nanites_tiny } add_deposit = d_nanites_tiny remove_planet_flag = d_nanites_tiny } if = { limit = { has_planet_flag = d_living_metal_medium } add_deposit = d_living_metal_medium remove_planet_flag = d_living_metal_medium } if = { limit = { has_planet_flag = d_living_metal_small } add_deposit = d_living_metal_small remove_planet_flag = d_living_metal_small } if = { limit = { has_planet_flag = d_living_metal_tiny } add_deposit = d_living_metal_tiny remove_planet_flag = d_living_metal_tiny } if = { limit = { has_planet_flag = d_virtual_power_medium } add_deposit = d_virtual_power_medium remove_planet_flag = d_virtual_power_medium } if = { limit = { has_planet_flag = d_virtual_power_small } add_deposit = d_virtual_power_small remove_planet_flag = d_virtual_power_small } if = { limit = { has_planet_flag = d_virtual_power_tiny } add_deposit = d_virtual_power_tiny remove_planet_flag = d_virtual_power_tiny } }