refresh_class_cost_mod = { erase_modifier = { MOD = $CLASS$s_cost_mod } add_modifier = { modifier = $CLASS$s_cost_mod multiplier = $MULT$ } } add_ship_type_from_debris = { while = { count = value:ships_of_size_in_fromscoped_debris|SIZE|$USES$| random = { chance = $CHANCE$ create_ship = { name = random random_existing_design = $GIVES$ } } } } salvage_mechanical_ships_effect = { # Standard ships add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = corvette GIVES = corvette } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = frigate GIVES = frigate } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = destroyer GIVES = destroyer } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = cruiser GIVES = cruiser } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = battleship GIVES = battleship } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = titan GIVES = titan } # Offspring Ships add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = offspring_corvette GIVES = corvette } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = offspring_destroyer GIVES = destroyer } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = offspring_cruiser GIVES = cruiser } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = offspring_battleship GIVES = battleship } # Pirate/Marauder/Galactic Nemesis Ships if = { limit = { root = { has_crisis_level = crisis_level_2 } } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = pirate_corvette GIVES = crisis_corvette } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = bemat_corvette GIVES = crisis_corvette } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = marauder_corvette GIVES = crisis_corvette } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = crisis_corvette GIVES = crisis_corvette } } else = { add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = pirate_corvette GIVES = corvette } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = bemat_corvette GIVES = corvette } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = marauder_corvette GIVES = corvette } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = crisis_corvette GIVES = corvette } } if = { limit = { root = { has_crisis_level = crisis_level_3 } } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = pirate_destroyer GIVES = crisis_destroyer } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = bemat_destroyer GIVES = crisis_destroyer } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = marauder_destroyer GIVES = crisis_destroyer } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = crisis_destroyer GIVES = crisis_destroyer } } else = { add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = pirate_destroyer GIVES = destroyer } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = bemat_destroyer GIVES = destroyer } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = marauder_destroyer GIVES = destroyer } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = crisis_destroyer GIVES = destroyer } } if = { limit = { root = { has_crisis_level = crisis_level_3 } } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = pirate_cruiser GIVES = crisis_cruiser } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = bemat_cruiser GIVES = crisis_cruiser } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = marauder_cruiser GIVES = crisis_cruiser } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = crisis_cruiser GIVES = crisis_cruiser } } else = { add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = pirate_cruiser GIVES = cruiser } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = bemat_cruiser GIVES = cruiser } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = marauder_cruiser GIVES = cruiser } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = crisis_cruiser GIVES = cruiser } } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = marauder_galleon GIVES = battleship } # Fallen Empire/Cosmogenesis ships if = { limit = { root = { has_technology = tech_cosmogenesis_escort } } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = small_ship_fallen_empire GIVES = cosmo_crisis_destroyer } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = cosmo_crisis_destroyer GIVES = cosmo_crisis_destroyer } } else = { add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = small_ship_fallen_empire GIVES = destroyer } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = cosmo_crisis_destroyer GIVES = destroyer } } if = { limit = { root = { has_technology = tech_cosmogenesis_battlecruiser } } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = large_ship_fallen_empire GIVES = cosmo_crisis_battlecruiser } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = cosmo_crisis_battlecruiser GIVES = cosmo_crisis_battlecruiser } } else = { add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = large_ship_fallen_empire GIVES = battleship } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = cosmo_crisis_battlecruiser GIVES = battleship } } if = { limit = { root = { has_technology = tech_cosmogenesis_FE_titan } } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = massive_ship_fallen_empire GIVES = cosmo_crisis_titan } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = cosmo_crisis_titan GIVES = cosmo_crisis_titan } } else = { add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = massive_ship_fallen_empire GIVES = titan } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = cosmo_crisis_titan GIVES = titan } } # Nanotech Ships if = { limit = { root = { has_tradition = tr_nanotech_4 } } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = nanite_swarmer GIVES = nanite_swarmer } } if = { limit = { root = { has_tradition = tr_nanotech_5 } } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = nanite_interdictor GIVES = nanite_interdictor } } } salvage_biological_ships_effect = { # Biological Ships add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = mauler_stage_1 GIVES = mauler_stage_1 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = mauler_stage_2 GIVES = mauler_stage_2 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = mauler_stage_3 GIVES = mauler_stage_3 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = weaver_stage_1 GIVES = weaver_stage_1 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = weaver_stage_2 GIVES = weaver_stage_2 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = weaver_stage_3 GIVES = weaver_stage_3 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = harbinger_stage_1 GIVES = harbinger_stage_1 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = harbinger_stage_2 GIVES = harbinger_stage_2 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = harbinger_stage_3 GIVES = harbinger_stage_3 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = stinger_stage_1 GIVES = stinger_stage_1 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = stinger_stage_2 GIVES = stinger_stage_2 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = stinger_stage_3 GIVES = stinger_stage_3 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = offspring_mauler_stage_1 GIVES = mauler_stage_1 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = offspring_mauler_stage_2 GIVES = mauler_stage_2 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = offspring_mauler_stage_3 GIVES = mauler_stage_3 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = offspring_weaver_stage_1 GIVES = weaver_stage_1 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = offspring_weaver_stage_2 GIVES = weaver_stage_2 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = offspring_weaver_stage_3 GIVES = weaver_stage_3 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = offspring_harbinger_stage_1 GIVES = harbinger_stage_1 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = offspring_harbinger_stage_2 GIVES = harbinger_stage_2 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = offspring_harbinger_stage_3 GIVES = harbinger_stage_3 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = offspring_stinger_stage_1 GIVES = stinger_stage_1 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = offspring_stinger_stage_2 GIVES = stinger_stage_2 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = offspring_stinger_stage_3 GIVES = stinger_stage_3 } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = titan GIVES = titan } # Fallen Empire/Cosmogenesis ships if = { limit = { root = { has_technology = tech_cosmogenesis_escort } } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = small_ship_fallen_empire GIVES = cosmo_crisis_destroyer } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = cosmo_crisis_destroyer GIVES = cosmo_crisis_destroyer } } if = { limit = { root = { has_technology = tech_cosmogenesis_battlecruiser } } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = large_ship_fallen_empire GIVES = cosmo_crisis_battlecruiser } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = cosmo_crisis_battlecruiser GIVES = cosmo_crisis_battlecruiser } } if = { limit = { root = { has_technology = tech_cosmogenesis_FE_titan } } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = massive_ship_fallen_empire GIVES = cosmo_crisis_titan } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = cosmo_crisis_titan GIVES = cosmo_crisis_titan } } # Pirate/Marauder/Galactic Nemesis Ships if = { limit = { root = { has_crisis_level = crisis_level_2 } } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = pirate_corvette GIVES = crisis_corvette } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = bemat_corvette GIVES = crisis_corvette } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = marauder_corvette GIVES = crisis_corvette } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = crisis_corvette GIVES = crisis_corvette } } if = { limit = { root = { has_crisis_level = crisis_level_3 } } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = pirate_destroyer GIVES = crisis_destroyer } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = bemat_destroyer GIVES = crisis_destroyer } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = marauder_destroyer GIVES = crisis_destroyer } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = crisis_destroyer GIVES = crisis_destroyer } } if = { limit = { root = { has_crisis_level = crisis_level_3 } } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = pirate_cruiser GIVES = crisis_cruiser } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = bemat_cruiser GIVES = crisis_cruiser } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = marauder_cruiser GIVES = crisis_cruiser } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = crisis_cruiser GIVES = crisis_cruiser } } # Nanotech Ships if = { limit = { root = { has_tradition = tr_nanotech_4 } } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = nanite_swarmer GIVES = nanite_swarmer } } if = { limit = { root = { has_tradition = tr_nanotech_5 } } add_ship_type_from_debris = { CHANCE = $CHANCE$ USES = nanite_interdictor GIVES = nanite_interdictor } } } salvage_ships_from_debris = { create_fleet = { name = NAME_Salvaged_Fleet effect = { set_owner = root set_location = from if = { limit = { root = { country_uses_bio_ships = no } } salvage_mechanical_ships_effect = { CHANCE = $CHANCE$ } } else = { salvage_biological_ships_effect = { CHANCE = $CHANCE$ } } } } if = { limit = { last_created_fleet = { num_ships = 0 } } delete_fleet = last_created_fleet } else = { last_created_fleet = { set_variable = { which = num_ships_salvaged value = trigger:num_ships } } create_message = { type = MESSAGE_SALVAGED_SHIPS_FROM_DEBRIS localization = MESSAGE_SALVAGED_SHIPS_FROM_DEBRIS_DESC days = 20 target = last_created_fleet variable = { type = name localization = SYSTEM scope = from.solar_system } variable = { type = variable varname = num_ships_salvaged localization = NUM_SHIPS scope = last_created_fleet } } last_created_fleet = { clear_variable = num_ships_salvaged } } } create_variable_if_not_exists = { if = { limit = { not = { is_variable_set = $VARIABLE$ } } set_variable = { which = $VARIABLE$ value = $VALUE_IF_CREATED$ } } } # Updates the multiplier for a modifier if needed # And removes it if the multiplier is 0 update_modifier_amount_if_needed = { if = { limit = { check_variable = { which = $MULT_VAR$ value > 0 } } # Remove old modifier if the multiplier amount should change if = { limit = { not = { check_variable = { which = $MULT_VAR$ value = $PREV_MULT_VAR$ } } has_modifier = $MODIFIER$ } remove_modifier = $MODIFIER$ } # Add modifier with a multiplier based on the amount of overseers if = { limit = { not = { has_modifier = $MODIFIER$ } } add_modifier = { modifier = $MODIFIER$ multiplier = $MULT_VAR$ } } } else_if = { # Remove modifier since there are no overseers limit = { has_modifier = $MODIFIER$ } remove_modifier = $MODIFIER$ } # Keep track of multiplier amount applied so we only need to update the # modifier if the amount is changed. if = { limit = { check_variable = { which = $MULT_VAR$ value > 0 } } set_variable = { which = $PREV_MULT_VAR$ value = $MULT_VAR$ } } else = { clear_variable = $PREV_MULT_VAR$ # No need to bloat variable list if it's 0 } clear_variable = $MULT_VAR$ } ethic_leader_hire_event = { set_global_flag = $LEADER_ID$ country_event = { id = $EVENT_ID$ } } ethic_leader_creator = { create_country = { name = "NAME_leader_country" type = faction auto_delete = yes flag = { icon = { category = "special" file = "unknown.dds" } background = { category = "backgrounds" file = "00_solid.dds" } colors = { "red" "red" "null" "null" } } effect = { save_event_target_as = leader_country } } event_target:leader_country = { create_species = { name = UNKNOWN class = $SPECIES_CLASS$ portrait = $LEADER_PORTRAIT$ name_list = $NAME_LIST|random_class$ immortal = $IMMORTAL_SPECIES|no$ traits = { trait = "trait_enduring" } allow_negative_traits = no effect = { save_event_target_as = leader_species } } create_leader = { class = $CLASS$ tier = $TIER$ species = event_target:leader_species name = $NAME$ skill = $LEVEL$ gender = $GENDER$ event_leader = no # Leader is allowed to lead factions and win elections background_ethic = ethic_$ETHIC$ skip_background_generation = yes custom_description = $DESC$ custom_catch_phrase = $CATCH_PHRASE$ immortal = $IMMORTAL$ hide_age = $HIDEAGE|IMMORTAL$ # Matches HIDEAGE, Fallbacks on IMMORTAL randomize_traits = no effect = { set_skill = $LEVEL$ save_event_target_as = ethic_leader set_leader_flag = is_in_recruit_window set_variable = { which = leader_pending_negative_traits_unmodified value = 1 } } } } event_target:ethic_leader = { set_owner = root # This is a hack to make the leader not be added to player country. # We must call ethic_leader_hire on the hire event # We must call ethic_leader_kill on the dismiss event exile_leader_as = ethic_leader_exile } } ethic_leader_hire_effect = { if = { limit = { is_variable_set = paragon_memory_vault } change_variable = { which = paragon_memory_vault value = 1 } } lower_leader_chance = yes set_country_flag = spawning_renowned_leader clone_leader = { target = event_target:ethic_leader skip_background_generation = yes tier = leader_tier_renowned } last_created_leader = { save_global_event_target_as = $GLOBAL_EVENT_TARGET$ set_leader_flag = $GLOBAL_EVENT_TARGET$ } remove_country_flag = spawning_renowned_leader create_message = { type = MESSAGE_RECRUITED_LEADER localization = MESSAGE_RECRUITED_LEADER_DESC days = @toast_message_days target = event_target:ethic_leader variable = { type = name localization = LEADER scope = event_target:ethic_leader } variable = { key = "border" value = "GFX_border_veteran" } } event_target:$GLOBAL_EVENT_TARGET$ = { leader_event = { id = focus.46 } # Empire Focus } } ethic_leader_kill_effect = { event_target:ethic_leader = { kill_leader = { show_notification = no } } if = { limit = { check_variable = { which = paragon_chance_negative value > 0 } } change_variable = { which = paragon_chance_negative value = -1 } } } hire_event_leader_effect = { clone_leader = { target = event_target:$LEADER$ skip_background_generation = yes } hire_event_leader_message = { LEADER = $LEADER$ } event_target:$LEADER$ = { leader_event = { id = focus.46 } # Empire Focus } } hire_event_leader_message = { create_message = { type = MESSAGE_RECRUITED_LEADER localization = MESSAGE_RECRUITED_LEADER_DESC days = @toast_message_days target = event_target:$LEADER$ variable = { type = name localization = LEADER scope = event_target:$LEADER$ } variable = { key = "border" value = "GFX_border_veteran" } } } country_create_gestalt_councilor = { create_leader = { class = $CLASS$ species = this name = $COUNCIL_POS$ skill = 1 gender = indeterminable event_leader = yes skip_background_generation = yes can_manually_change_location = no hide_leader = yes custom_description = $DESC$ randomize_traits = no background_ethic = ethic_gestalt_consciousness effect = { save_event_target_as = gestalt_councilor } } event_target:gestalt_councilor = { set_owner = prev change_leader_portrait = $COUNCIL_POS$_1 set_council_position = $COUNCIL_POS$ set_immortal = yes set_leader_flag = leader_death_events_blocked if = { limit = { has_paragon_dlc = yes } assign_node_subclass_traits = yes } add_trait = { trait = random_common consume_selection = yes show_message = no } add_skill_without_trait_selection = owner.modifier:leader_initial_skill switch = { trigger = leader_class commander = { add_skill_without_trait_selection = owner.modifier:commander_initial_skill } official = { add_skill_without_trait_selection = owner.modifier:official_initial_skill } scientist = { add_skill_without_trait_selection = owner.modifier:scientist_initial_skill } } } } assign_node_subclass_traits = { switch = { trigger = is_councilor_type councilor_gestalt_legion = { add_trait = { trait = subclass_commander_councilor show_message = no } } councilor_gestalt_cognitive = { add_trait = { trait = subclass_scientist_councilor show_message = no } } councilor_gestalt_regulatory = { add_trait = { trait = subclass_official_diplomacy_councilor show_message = no } } councilor_gestalt_growth = { add_trait = { trait = subclass_official_economy_councilor show_message = no } } } } assign_gestalt_ruler_subclass_trait = { switch = { trigger = leader_class commander = { add_trait = { trait = subclass_commander_councilor show_message = no } } scientist = { add_trait = { trait = subclass_scientist_councilor show_message = no } } official = { add_trait = { trait = subclass_official_economy_councilor show_message = no } } } } update_node_portraits_if_gestalt_effect = { if = { limit = { is_gestalt = yes } every_owned_leader = { limit = { is_councilor = yes is_ruler = no } set_gestalt_node_portrait_effect = yes } } } set_gestalt_node_portrait_effect = { switch = { trigger = is_councilor_type councilor_gestalt_legion = { if = { limit = { has_base_skill >= 8 } change_leader_portrait = councilor_gestalt_legion_3 } else_if = { limit = { has_base_skill >= 4 } change_leader_portrait = councilor_gestalt_legion_2 } else_if = { limit = { has_base_skill >= 1 } change_leader_portrait = councilor_gestalt_legion_1 } } councilor_gestalt_cognitive = { if = { limit = { has_base_skill >= 8 } change_leader_portrait = councilor_gestalt_cognitive_3 } else_if = { limit = { has_base_skill >= 4 } change_leader_portrait = councilor_gestalt_cognitive_2 } else_if = { limit = { has_base_skill >= 1 } change_leader_portrait = councilor_gestalt_cognitive_1 } } councilor_gestalt_regulatory = { if = { limit = { has_base_skill >= 8 } change_leader_portrait = councilor_gestalt_regulatory_3 } else_if = { limit = { has_base_skill >= 4 } change_leader_portrait = councilor_gestalt_regulatory_2 } else_if = { limit = { has_base_skill >= 1 } change_leader_portrait = councilor_gestalt_regulatory_1 } } councilor_gestalt_growth = { if = { limit = { has_base_skill >= 8 } change_leader_portrait = councilor_gestalt_growth_3 } else_if = { limit = { has_base_skill >= 4 } change_leader_portrait = councilor_gestalt_growth_2 } else_if = { limit = { has_base_skill >= 1 } change_leader_portrait = councilor_gestalt_growth_1 } } } } restore_gestalt_councilor_effect = { every_owned_leader = { limit = { is_councilor_type = $COUNCIL_POS$ } custom_tooltip = restore_gestalt_councilor_effect_tooltip save_global_event_target_as = culled_node hidden_effect = { set_leader_flag = culled_node # This blocks paragon.600 from generated an unused node. owner = { create_restored_node = { CLASS = $CLASS$ COUNCIL_POS = $COUNCIL_POS$ DESC = $DESC$ } prev = { kill_leader = { show_notification = no } } assign_restored_node = { COUNCIL_POS = $COUNCIL_POS$ } last_created_leader = { add_trait = { trait = random_common show_message = no } add_skill_without_trait_selection = value:restored_node_additional_skills if = { limit = { owner = { has_valid_civic = civic_machine_predictive_analysis } is_councilor_type = councilor_gestalt_cognitive } add_random_expertise_trait_effect = yes } } } } } } create_restored_node = { create_leader = { class = $CLASS$ species = this name = $COUNCIL_POS$ skill = 1 gender = indeterminable event_leader = yes skip_background_generation = yes can_manually_change_location = no hide_leader = yes custom_description = $DESC$ randomize_traits = no background_ethic = ethic_gestalt_consciousness effect = { save_event_target_as = restored_node set_leader_flag = restored_node } } } assign_restored_node = { event_target:restored_node = { set_owner = prev change_leader_portrait = $COUNCIL_POS$_1 set_council_position = $COUNCIL_POS$ set_immortal = yes set_leader_flag = leader_death_events_blocked if = { limit = { has_paragon_dlc = yes } assign_node_subclass_traits = yes } } } lower_leader_chance = { #increase the wait time between getting new ethic leaders change_variable = { which = paragon_chance_negative value = 1 } set_timed_country_flag = { flag = leader_recruited_recently days = 7250 } } remove_subclass = { switch = { trigger = has_trait subclass_commander_admiral = { remove_trait = subclass_commander_admiral } subclass_commander_general = { remove_trait = subclass_commander_general } subclass_commander_governor = { remove_trait = subclass_commander_governor } subclass_commander_councilor = { remove_trait = subclass_commander_councilor } subclass_official_delegate = { remove_trait = subclass_official_delegate } subclass_official_governor = { remove_trait = subclass_official_governor } subclass_official_diplomacy_councilor = { remove_trait = subclass_official_diplomacy_councilor } subclass_official_economy_councilor = { remove_trait = subclass_official_economy_councilor } subclass_scientist_explorer = { remove_trait = subclass_scientist_explorer } subclass_scientist_scholar = { remove_trait = subclass_scientist_scholar } subclass_scientist_governor = { remove_trait = subclass_scientist_governor } subclass_scientist_councilor = { remove_trait = subclass_scientist_councilor } } } paragon_origin_create_pirates = { random_system_planet = { save_event_target_as = ship_location create_country = { name = "NAME_Pirates" type = pirate species = random name_list = "PRT1" flag = { background = { category = "backgrounds" file = "00_solid.dds" } colors = { "black" "black" "null" "null" } } effect = { save_event_target_as = paragon_origin_pirate_country } } event_target:paragon_origin_pirate_country = { set_name = random randomize_flag_symbol = "pirate" every_country = { establish_communications_no_message = prev } create_fleet = { name = "NAME_Pirate_Station" effect = { set_owner = event_target:paragon_origin_pirate_country create_ship = { name = random design = "NAME_Pirate_Nest" graphical_culture = "pirate_01" } set_location = event_target:ship_location } } create_fleet = { name = "NAME_Pirate_Fleet" effect = { set_owner = event_target:paragon_origin_pirate_country create_ship_design = { design = "NAME_Reaver" } while = { count = 8 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Brigand" } while = { count = 4 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } last_created_ship = { add_modifier = { modifier = "ahab_power" days = -1 } } set_location = event_target:ship_location set_fleet_stance = passive set_aggro_range_measure_from = self set_aggro_range = 150 } } } } } paragon_origin_reformists_negotiations_effect = { optimize_memory ruler = { #Remove Delusion Trait If It Is Low if = { limit = { has_trait = leader_trait_legendary_delusional check_variable = { which = paragon_origin_delusion_tier value <= 5 } } remove_trait = leader_trait_legendary_delusional } } if = { limit = { #Did reformist finished their situation? has_country_flag = reformists_situation_finished } if = { limit = { NOR = { #Was player a bad ruler? has_country_flag = took_reformists_side ruler = { check_variable = { which = paragon_origin_delusion_tier value < 4 } } } } hidden_effect = { #Ruler was bad - force them to revert Imperial set_origin = origin_legendary_leader_dictatorial } change_government = { authority = auth_dictatorial remove_invalid_civics = yes } switch = { #Ruler was bad, so throw some more pains for him trigger = has_ethic ethic_materialist = { shift_ethic = ethic_spiritualist } ethic_xenophile = { shift_ethic = ethic_xenophobe } ethic_militarist = { shift_ethic = ethic_pacifist } ethic_xenophobe = { shift_ethic = ethic_xenophile } ethic_pacifist = { shift_ethic = ethic_militarist } ethic_spiritualist = { shift_ethic = ethic_materialist } } if = { limit = { NOT = { has_civic = civic_shadow_council } } if = { #Down with the aristocracy and their oppression limit = { has_civic = civic_aristocratic_elite } force_remove_civic = civic_aristocratic_elite force_add_civic = civic_shadow_council } if = { #Eat the rich limit = { has_civic = civic_merchant_guilds } force_remove_civic = civic_merchant_guilds force_add_civic = civic_shadow_council } } } else = { #Was player a good ruler? if = { limit = { #Some carrot to be a good guy, using situation approach has_country_flag = took_reformists_side ruler = { check_variable = { which = paragon_origin_delusion_tier value < 4 } } } paragon_origin_gain_modifier = yes } if = { limit = { NOT = { has_civic = civic_efficient_bureaucracy } } if = { #Down with the aristocracy and their oppression limit = { has_civic = civic_aristocratic_elite } force_remove_civic = civic_aristocratic_elite force_add_civic = civic_efficient_bureaucracy } if = { #Eat the rich limit = { has_civic = civic_merchant_guilds } force_remove_civic = civic_merchant_guilds force_add_civic = civic_efficient_bureaucracy } } } if = { #People wants some more say in ruling the country limit = { has_modifier = paragon_origin_forgotten_deal } hidden_effect = { remove_modifier = paragon_origin_forgotten_deal } add_modifier = { modifier = paragon_origin_reformists_deal days = -1 } } else = { #People wants some more say in ruling the country add_modifier = { modifier = paragon_origin_forgotten_deal days = -1 } } if = { #People don't want to be slaves anymore limit = { has_civic = civic_slaver_guilds } force_remove_civic = civic_slaver_guilds if = { limit = { NOT = { has_civic = civic_philosopher_king } } force_add_civic = civic_philosopher_king } else_if = { limit = { NOT = { has_civic = civic_mining_guilds } } force_add_civic = civic_mining_guilds } else_if = { limit = { NOT = { has_civic = civic_efficient_bureaucracy } } force_add_civic = civic_efficient_bureaucracy } } if = { #People want some amenities limit = { has_civic = civic_dystopian_society } force_remove_civic = civic_dystopian_society if = { limit = { NOT = { has_civic = civic_efficient_bureaucracy } } force_add_civic = civic_efficient_bureaucracy } else_if = { limit = { NOT = { has_civic = civic_mining_guilds } } force_add_civic = civic_mining_guilds } else_if = { limit = { NOT = { has_civic = civic_philosopher_king } } force_add_civic = civic_philosopher_king } } if = { #People want better living standards limit = { owner_main_species = { OR = { has_living_standard = { type = living_standard_academic_privilege country = root } has_living_standard = { type = living_standard_stratified country = root } has_living_standard = { type = living_standard_subsistence country = root } } } } owner_main_species = { set_living_standard = { type = living_standard_good country = root.owner } } } if = { #If player imprisoned people, they deserve freedom! limit = { has_country_flag = forgotten_imprisoned } add_modifier = { modifier = paragon_origin_prisoners days = 3600 } } set_government_cooldown = default } else = { #Lower reformists expectation if they did not finish their situation if = { #People wants some more say in ruling the country, but not too much limit = { has_modifier = paragon_origin_forgotten_deal } hidden_effect = { remove_modifier = paragon_origin_forgotten_deal } add_modifier = { modifier = paragon_origin_reformists_deal days = -1 multiplier = 0.5 } } else = { #People wants some more say in ruling the country add_modifier = { modifier = paragon_origin_forgotten_deal days = -1 multiplier = 0.5 } } if = { #People want better living standards limit = { owner_main_species = { OR = { has_living_standard = { type = living_standard_academic_privilege country = root } has_living_standard = { type = living_standard_stratified country = root } has_living_standard = { type = living_standard_subsistence country = root } } } } owner_main_species = { set_living_standard = { type = living_standard_good country = root.owner } } } if = { #People don't want to be slaves anymore limit = { has_civic = civic_slaver_guilds } force_remove_civic = civic_slaver_guilds if = { limit = { NOT = { has_civic = civic_philosopher_king } } force_add_civic = civic_philosopher_king } else_if = { limit = { NOT = { has_civic = civic_mining_guilds } } force_add_civic = civic_mining_guilds } else_if = { limit = { NOT = { has_civic = civic_efficient_bureaucracy } } force_add_civic = civic_efficient_bureaucracy } } if = { #People want some amenities limit = { has_civic = civic_dystopian_society } force_remove_civic = civic_dystopian_society if = { limit = { NOT = { has_civic = civic_efficient_bureaucracy } } force_add_civic = civic_efficient_bureaucracy } else_if = { limit = { NOT = { has_civic = civic_mining_guilds } } force_add_civic = civic_mining_guilds } else_if = { limit = { NOT = { has_civic = civic_philosopher_king } } force_add_civic = civic_philosopher_king } } hidden_effect = { set_government_cooldown = default } } } paragon_origin_civil_war = { if = { limit = { any_system_within_border = { is_capital_system = no any_system_colony = { has_modifier = paragon_origin_reformists } } } set_country_flag = paragon_origin_reformists_war random_system_within_border = { limit = { any_system_colony = { has_modifier = paragon_origin_reformists has_owner = yes is_owned_by = root } } random_system_colony = { limit = { has_modifier = paragon_origin_reformists has_owner = yes is_owned_by = root } save_event_target_as = rebel_planet create_rebels = { name = random authority = auth_democratic civics = { civic = civic_distinguished_admiralty civic = civic_idealistic_foundation civic = civic_citizen_service } species = root ethos = { ethic = ethic_fanatic_egalitarian ethic = ethic_militarist } origin = "origin_legendary_leader_death" flag = random effect = { set_country_flag = rebel_empire_@root set_country_flag = origin_rebel_empire add_modifier = { modifier = paragon_origin_rebel_player days = -1 } set_country_type = default save_event_target_as = rebel_empire add_resource = { minerals = 7500 energy = 7500 food = 7500 consumer_goods = 5000 alloys = 5000 rare_crystals = 500 volatile_motes = 500 exotic_gases = 500 influence = 500 unity = 5000 } establish_communications_no_message = root declare_war = { target = root attacker_war_goal = wg_independence } create_fleet_from_naval_cap = 0.4 } } set_owner = event_target:rebel_empire hidden_effect = { solar_system = { if = { limit = { exists = starbase } starbase = { if = { limit = { is_owned_by = root.owner } set_owner = event_target:rebel_empire if = { limit = { has_starbase_size = starbase_outpost } set_starbase_size = starbase_starport set_starbase_module = { slot = 1 module = shipyard } set_starbase_module = { slot = 2 module = shipyard } } else_if = { limit = { NOT = { has_starbase_module = shipyard } } set_starbase_module = { slot = 1 module = shipyard } set_starbase_module = { slot = 2 module = shipyard } } } } } else = { create_starbase = { size = starbase_starport module = shipyard module = shipyard owner = event_target:rebel_empire } } add_claims = { who = root.owner show_notification = no } every_system_planet = { limit = { is_colony = yes NOT = { is_same_value = event_target:rebel_planet } is_owned_by = root.owner } set_owner = event_target:rebel_empire } every_fleet_in_system = { limit = { is_owned_by = root.owner } set_mia = mia_return_home } } } } } every_system_within_border = { limit = { has_owner = yes is_owned_by = root any_system_colony = { has_modifier = paragon_origin_reformists has_owner = yes is_owned_by = root } } every_system_colony = { limit = { has_modifier = paragon_origin_reformists has_owner = yes is_owned_by = root } save_event_target_as = rebel_planet set_owner = event_target:rebel_empire hidden_effect = { solar_system = { if = { limit = { exists = starbase } starbase = { if = { limit = { is_owned_by = root.owner } set_owner = event_target:rebel_empire if = { limit = { has_starbase_size = starbase_outpost } set_starbase_size = starbase_starport set_starbase_module = { slot = 1 module = shipyard } set_starbase_module = { slot = 2 module = shipyard } } else_if = { limit = { NOT = { has_starbase_module = shipyard } } set_starbase_module = { slot = 1 module = shipyard } set_starbase_module = { slot = 2 module = shipyard } } } } } else = { create_starbase = { size = starbase_starport module = shipyard module = shipyard owner = event_target:rebel_empire } } add_claims = { who = root.owner show_notification = no } every_system_planet = { limit = { is_colony = yes NOT = { is_same_value = event_target:rebel_planet } is_owned_by = root.owner } set_owner = event_target:rebel_empire } every_fleet_in_system = { limit = { is_owned_by = root.owner } set_mia = mia_return_home } } } } } event_target:rebel_empire = { create_leader = { class = commander species = owner_main_species name = random skill = 5 effect = { change_background_ethic = ethic_militarist } } create_leader = { class = official species = owner_main_species name = random skill = 5 effect = { change_background_ethic = ethic_egalitarian } } create_leader = { class = commander species = owner_main_species name = random skill = 5 effect = { change_background_ethic = ethic_xenophobe } } create_leader = { class = scientist species = owner_main_species name = random skill = 5 effect = { change_background_ethic = ethic_egalitarian } } every_owned_pop_group = { limit = { has_any_ethic = yes } random_list = { 2 = { pop_group_transfer_ethic = { POP_GROUP = this ETHOS = ethic_egalitarian PERCENTAGE = 1 # 100% } } 1 = { pop_group_transfer_ethic = { POP_GROUP = this ETHOS = ethic_xenophobe PERCENTAGE = 1 # 100% } } 2 = { pop_group_transfer_ethic = { POP_GROUP = this ETHOS = ethic_militarist PERCENTAGE = 1 # 100% } } } } } } else = { set_country_flag = paragon_origin_reformists_war add_modifier = { modifier = paragon_origin_one_system_war days = 1800 } set_country_flag = one_planet_civil_war country_event = { id = paragon.5223 days = 1800 } } } paragon_origin_bad_trait_giver = { optimize_memory locked_random_list = { 1 = { modifier = { factor = 2 is_militarist = yes } modifier = { factor = 0 OR = { ruler = { has_trait = leader_trait_legendary_warmonger } is_pacifist = yes } } ruler = { add_trait = { trait = leader_trait_legendary_warmonger } } } 1 = { modifier = { factor = 2 is_spiritualist = yes } modifier = { factor = 0 OR = { ruler = { has_trait = leader_trait_legendary_dreamlike } is_materialist = yes } } ruler = { add_trait = { trait = leader_trait_legendary_dreamlike } } } 1 = { modifier = { factor = 2 is_authoritarian = yes } modifier = { factor = 0 OR = { ruler = { has_trait = leader_trait_legendary_harsh_ruler } is_egalitarian = yes #Impossible to get, but to keep the structure } } ruler = { add_trait = { trait = leader_trait_legendary_harsh_ruler } } } 1 = { modifier = { factor = 2 is_xenophile = yes } modifier = { factor = 0 OR = { is_xenophobe = yes ruler = { has_trait = leader_trait_legendary_too_open } } } ruler = { add_trait = { trait = leader_trait_legendary_too_open } } } 1 = { modifier = { factor = 2 is_pacifist = yes } modifier = { factor = 0 OR = { is_militarist = yes ruler = { has_trait = leader_trait_legendary_hoplofobia } } } ruler = { add_trait = { trait = leader_trait_legendary_hoplofobia } } } 1 = { modifier = { factor = 2 is_materialist = yes } modifier = { factor = 0 OR = { is_spiritualist = yes ruler = { has_trait = leader_trait_legendary_bad_meritocracy } } } ruler = { add_trait = { trait = leader_trait_legendary_bad_meritocracy } } } 1 = { modifier = { factor = 2 is_xenophobe = yes } modifier = { factor = 0 OR = { is_xenophile = yes ruler = { has_trait = leader_trait_legendary_unfriendly } } } ruler = { add_trait = { trait = leader_trait_legendary_unfriendly } } } } } paragon_origin_ascension_flag_flipping = { if = { limit = { has_country_flag = paragon_origin_ascension_flag_flipping_$perk$ } change_variable = { which = paragon_origin_ascension value = -1 } remove_country_flag = paragon_origin_ascension_flag_flipping_$perk$ } else = { set_country_flag = paragon_origin_ascension_flag_flipping_$perk$ change_variable = { which = paragon_origin_ascension value = 1 } } } paragon_origin_ascension_effect = { optimize_memory if = { #Focus - same for everyone limit = { has_country_flag = paragon_origin_ascension_flag_flipping_focus } country_event = { id = paragon.5265 } remove_country_flag = paragon_origin_ascension_flag_flipping_focus } if = { #Psionic limit = { has_country_flag = paragon_origin_ascension_flag_flipping_psychic_beacon } ruler = { set_leader_flag = psychic_beacon } remove_country_flag = paragon_origin_ascension_flag_flipping_psychic_beacon } if = { limit = { has_country_flag = paragon_origin_ascension_flag_flipping_astropath } ruler = { set_leader_flag = astropath } remove_country_flag = paragon_origin_ascension_flag_flipping_astropath } if = { limit = { has_country_flag = paragon_origin_ascension_flag_flipping_all_seeing } ruler = { set_leader_flag = all_seeing } remove_country_flag = paragon_origin_ascension_flag_flipping_all_seeing } if = { limit = { has_country_flag = paragon_origin_ascension_flag_flipping_the_voice } ruler = { set_leader_flag = the_voice } remove_country_flag = paragon_origin_ascension_flag_flipping_the_voice } if = { #Cybernetic limit = { has_country_flag = paragon_origin_ascension_flag_flipping_permanent_transmitters } ruler = { set_leader_flag = permanent_transmitters } remove_country_flag = paragon_origin_ascension_flag_flipping_permanent_transmitters } if = { limit = { has_country_flag = paragon_origin_ascension_flag_flipping_sleep_inhibitors } ruler = { set_leader_flag = sleep_inhibitors } remove_country_flag = paragon_origin_ascension_flag_flipping_sleep_inhibitors } if = { limit = { has_country_flag = paragon_origin_ascension_flag_flipping_tactical_interface } ruler = { set_leader_flag = tactical_interface } remove_country_flag = paragon_origin_ascension_flag_flipping_tactical_interface } if = { limit = { has_country_flag = paragon_origin_ascension_flag_flipping_cognitive_analyzers } ruler = { set_leader_flag = cognitive_analyzers } remove_country_flag = paragon_origin_ascension_flag_flipping_cognitive_analyzers } if = { #Synthetic limit = { has_country_flag = paragon_origin_ascension_flag_flipping_shared_learning_network } ruler = { set_leader_flag = shared_learning_network } remove_country_flag = paragon_origin_ascension_flag_flipping_shared_learning_network } if = { limit = { has_country_flag = paragon_origin_ascension_flag_flipping_battle_calculation_systems } ruler = { set_leader_flag = battle_calculation_systems } remove_country_flag = paragon_origin_ascension_flag_flipping_battle_calculation_systems } if = { limit = { has_country_flag = paragon_origin_ascension_flag_flipping_recycling_algorithms } ruler = { set_leader_flag = recycling_algorithms } remove_country_flag = paragon_origin_ascension_flag_flipping_recycling_algorithms } if = { limit = { has_country_flag = paragon_origin_ascension_flag_flipping_vast_engineering_database } ruler = { set_leader_flag = vast_engineering_database } remove_country_flag = paragon_origin_ascension_flag_flipping_vast_engineering_database } if = { #Genetic limit = { has_country_flag = paragon_origin_ascension_flag_flipping_brain_growth } ruler = { set_leader_flag = brain_growth } remove_country_flag = paragon_origin_ascension_flag_flipping_brain_growth } if = { limit = { has_country_flag = paragon_origin_ascension_flag_flipping_gene_splicing } ruler = { set_leader_flag = gene_splicing } remove_country_flag = paragon_origin_ascension_flag_flipping_gene_splicing } if = { limit = { has_country_flag = paragon_origin_ascension_flag_flipping_irresistible_charisma } ruler = { set_leader_flag = irresistible_charisma } remove_country_flag = paragon_origin_ascension_flag_flipping_irresistible_charisma } if = { limit = { has_country_flag = paragon_origin_ascension_flag_flipping_divided_attention } ruler = { set_leader_flag = divided_attention } remove_country_flag = paragon_origin_ascension_flag_flipping_divided_attention } ruler = { if = { limit = { has_leader_flag = paragon_origin_legendary_leader } set_immortal = yes remove_leader_flag = legendary_leader_coma paragon_origin_delusion_trait_lowerer = yes } } remove_country_flag = increase_leader_upkeep } scientist_prospector_effect = { random = { chance = $CHANCE$ from = { # Minerals if = { limit = { has_resource = { type = minerals amount > 0 } } locked_random_list = { 1 = { add_deposit = d_minerals_2 } 2 = { add_deposit = d_minerals_3 } 1 = { add_deposit = d_minerals_4 } } } # Energy if = { limit = { has_resource = { type = energy amount > 0 } } locked_random_list = { 1 = { add_deposit = d_energy_2 } 2 = { add_deposit = d_energy_3 } 1 = { add_deposit = d_energy_4 } } } # Volatile Motes if = { limit = { has_resource = { type = volatile_motes amount > 0 } } locked_random_list = { 1 = { add_deposit = d_volatile_motes_1 } 2 = { add_deposit = d_volatile_motes_2 } 1 = { add_deposit = d_volatile_motes_3 } } } # Exotic Gases if = { limit = { has_resource = { type = exotic_gases amount > 0 } } locked_random_list = { 1 = { add_deposit = d_exotic_gases_1 } 2 = { add_deposit = d_exotic_gases_2 } 1 = { add_deposit = d_exotic_gases_3 } } } # Rare Crystals if = { limit = { has_resource = { type = rare_crystals amount > 0 } } locked_random_list = { 1 = { add_deposit = d_rare_crystals_1 } 2 = { add_deposit = d_rare_crystals_2 } 1 = { add_deposit = d_rare_crystals_3 } } } # Physics Research if = { limit = { has_resource = { type = physics_research amount > 0 } } locked_random_list = { 1 = { add_deposit = d_physics_1 } 2 = { add_deposit = d_physics_2 } 1 = { add_deposit = d_physics_3 } } } # Society Research if = { limit = { has_resource = { type = society_research amount > 0 } } locked_random_list = { 1 = { add_deposit = d_society_1 } 2 = { add_deposit = d_society_2 } 1 = { add_deposit = d_society_3 } } } # Engineering Research if = { limit = { has_resource = { type = engineering_research amount > 0 } } locked_random_list = { 1 = { add_deposit = d_engineering_1 } 2 = { add_deposit = d_engineering_2 } 1 = { add_deposit = d_engineering_3 } } } } } } paragon_origin_gain_delusion = { #Use on leader scope if = { limit = { has_trait = leader_trait_legendary_delusional } if = { limit = { check_variable = { which = paragon_origin_delusion_tier value < 20 } } hidden_effect = { change_variable = { which = paragon_origin_delusion_tier value = 1 } } } } else = { add_trait = { trait = leader_trait_legendary_delusional } } } paragon_origin_delusion_trait_lowerer = { #Use on leader scope if = { limit = { check_variable = { which = paragon_origin_delusion_tier value > 1 } } change_variable = { which = paragon_origin_delusion_tier value = -1 } } else = { remove_trait = leader_trait_legendary_delusional } } paragon_origin_launch_rebelion = { every_system_within_border = { limit = { any_system_colony = { has_modifier = paragon_origin_reformists has_owner = yes is_owned_by = root } } set_star_flag = your_rebel_planet } random_system_within_border = { limit = { NOT = { has_star_flag = your_rebel_planet } any_system_colony = { has_owner = yes is_owned_by = root } } set_star_flag = rebels_1 } every_system_within_border = { limit = { NOT = { has_star_flag = your_rebel_planet } } set_star_flag = rebels_1 } random_system_within_border = { limit = { NOT = { has_star_flag = your_rebel_planet } has_star_flag = rebels_1 any_system_colony = { has_owner = yes is_owned_by = root } } random_system_colony = { limit = { has_owner = yes is_owned_by = root } save_event_target_as = rebel_planet create_rebels = { name = random authority = auth_imperial ethos = { ethic = ethic_fanatic_authoritarian ethic = ethic_militarist } civics = { civic = random civic = random } species = root origin = "origin_legendary_leader_death" flag = random effect = { add_modifier = { modifier = paragon_origin_one_system_war days = -1 } set_country_type = default set_country_flag = rebel_empire_@root set_country_flag = origin_rebel_empire save_event_target_as = rebel_empire_1 add_resource = { minerals = 15000 energy = 15000 food = 15000 consumer_goods = 10000 alloys = 10000 rare_crystals = 1000 volatile_motes = 1000 exotic_gases = 1000 influence = 1000 unity = 10000 } establish_communications_no_message = root create_fleet_from_naval_cap = 0.6 } } set_owner = event_target:rebel_empire_1 hidden_effect = { solar_system = { if = { limit = { exists = starbase } starbase = { if = { limit = { is_owned_by = root.owner } set_owner = event_target:rebel_empire_1 if = { limit = { has_starbase_size = starbase_outpost } set_starbase_size = starbase_starport set_starbase_module = { slot = 1 module = shipyard } set_starbase_module = { slot = 2 module = shipyard } } else_if = { limit = { NOT = { has_starbase_module = shipyard } } set_starbase_module = { slot = 1 module = shipyard } set_starbase_module = { slot = 2 module = shipyard } } } } } else = { create_starbase = { size = starbase_starport module = shipyard module = shipyard owner = event_target:rebel_empire_1 } } add_claims = { who = root.owner show_notification = no } every_system_planet = { limit = { is_colony = yes NOT = { is_same_value = event_target:rebel_planet } is_owned_by = root.owner } set_owner = event_target:rebel_empire_1 } every_fleet_in_system = { limit = { is_owned_by = root.owner } set_mia = mia_return_home } } } } } every_system_within_border = { limit = { has_owner = yes is_owned_by = root has_star_flag = rebels_1 } every_system_colony = { limit = { has_owner = yes is_owned_by = root } save_event_target_as = rebel_planet set_owner = event_target:rebel_empire_1 hidden_effect = { solar_system = { if = { limit = { exists = starbase } starbase = { if = { limit = { is_owned_by = root.owner } set_owner = event_target:rebel_empire_1 if = { limit = { has_starbase_size = starbase_outpost } set_starbase_size = starbase_starport set_starbase_module = { slot = 1 module = shipyard } set_starbase_module = { slot = 2 module = shipyard } } else_if = { limit = { NOT = { has_starbase_module = shipyard } } set_starbase_module = { slot = 1 module = shipyard } set_starbase_module = { slot = 2 module = shipyard } } } } } else = { create_starbase = { size = starbase_starport module = shipyard module = shipyard owner = event_target:rebel_empire_1 } } add_claims = { who = root.owner show_notification = no } every_system_planet = { limit = { is_colony = yes NOT = { is_same_value = event_target:rebel_planet } is_owned_by = root.owner } set_owner = event_target:rebel_empire_1 } every_fleet_in_system = { limit = { is_owned_by = root.owner } set_mia = mia_return_home } } } } } # Declare wars declare_war = { target = event_target:rebel_empire_1 attacker_war_goal = wg_end_threat } event_target:rebel_empire_1 = { create_leader = { class = commander species = owner_main_species name = random skill = 5 effect = { change_background_ethic = ethic_militarist } } create_leader = { class = official species = owner_main_species name = random skill = 5 effect = { change_background_ethic = ethic_authoritarian } } create_leader = { class = commander species = owner_main_species name = random skill = 5 effect = { change_background_ethic = ethic_xenophobe } } create_leader = { class = scientist species = owner_main_species name = random skill = 5 effect = { change_background_ethic = ethic_authoritarian } } every_owned_pop_group = { limit = { has_any_ethic = yes } random_list = { 2 = { pop_group_transfer_ethic = { POP_GROUP = this ETHOS = ethic_authoritarian PERCENTAGE = 1 # 100% } } 1 = { pop_group_transfer_ethic = { POP_GROUP = this ETHOS = ethic_xenophobe PERCENTAGE = 1 # 100% } } 2 = { pop_group_transfer_ethic = { POP_GROUP = this ETHOS = ethic_militarist PERCENTAGE = 1 # 100% } } } } } # Remove Reformists modifiers every_system_within_border = { limit = { any_system_colony = { has_modifier = paragon_origin_reformists } } remove_modifier = paragon_origin_reformists } } paragon_origin_trait_giver_authoritarian = { locked_random_list = { 0 = { modifier = { add = 1 AND = { owner = { is_egalitarian = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_commanding_presence } } } } add_trait = { trait = leader_trait_legendary_commanding_presence } } 0 = { modifier = { add = 1 AND = { owner = { is_egalitarian = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_high_king } } } } add_trait = { trait = leader_trait_legendary_high_king } } } } paragon_origin_trait_giver_xenophile = { locked_random_list = { 0 = { modifier = { add = 1 AND = { owner = { is_xenophobe = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_scientific_diplomacy } } } } add_trait = { trait = leader_trait_legendary_scientific_diplomacy } } 0 = { modifier = { add = 1 AND = { owner = { is_xenophobe = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_gunboat_diplomacy } } } } add_trait = { trait = leader_trait_legendary_gunboat_diplomacy } } } } paragon_origin_trait_giver_xenophobe = { locked_random_list = { 0 = { modifier = { add = 1 AND = { owner = { is_xenophile = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_genetic_purist } } } } add_trait = { trait = leader_trait_legendary_genetic_purist } } 0 = { modifier = { add = 1 AND = { owner = { is_xenophile = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_evervigilant } } } } add_trait = { trait = leader_trait_legendary_evervigilant } } } } paragon_origin_trait_giver_militarist = { locked_random_list = { 0 = { modifier = { add = 1 AND = { owner = { is_pacifist = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_military_knowledge } } } } add_trait = { trait = leader_trait_legendary_military_knowledge } } 0 = { modifier = { add = 1 AND = { owner = { is_pacifist = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_foe_hammer } } } } add_trait = { trait = leader_trait_legendary_foe_hammer } } } } paragon_origin_trait_giver_pacifist = { locked_random_list = { 0 = { modifier = { add = 1 AND = { owner = { is_militarist = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_natural_ruler } } } } add_trait = { trait = leader_trait_legendary_natural_ruler } } 0 = { modifier = { add = 1 AND = { owner = { is_militarist = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_autarky } } } } add_trait = { trait = leader_trait_legendary_autarky } } } } paragon_origin_trait_giver_spiritualist = { locked_random_list = { 0 = { modifier = { add = 1 AND = { owner = { is_materialist = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_pious_ascet } } } } add_trait = { trait = leader_trait_legendary_pious_ascet } } 0 = { modifier = { add = 1 AND = { owner = { is_materialist = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_great_teacher } } } } add_trait = { trait = leader_trait_legendary_great_teacher } } } } paragon_origin_trait_giver_materialist = { locked_random_list = { 0 = { modifier = { add = 1 AND = { owner = { is_spiritualist = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_industry_titan } } } } add_trait = { trait = leader_trait_legendary_industry_titan } } 0 = { modifier = { add = 1 AND = { owner = { is_spiritualist = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_great_inventor } } } } add_trait = { trait = leader_trait_legendary_great_inventor } } } } paragon_origin_legendary_leader_trait_giver = { optimize_memory locked_random_list = { 0 = { modifier = { add = 1 AND = { owner = { is_egalitarian = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_commanding_presence } } } } add_trait = { trait = leader_trait_legendary_commanding_presence } } 0 = { modifier = { add = 1 AND = { owner = { is_xenophile = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_genetic_purist } } } } add_trait = { trait = leader_trait_legendary_genetic_purist } } 0 = { modifier = { add = 1 AND = { owner = { is_xenophobe = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_scientific_diplomacy } } } } add_trait = { trait = leader_trait_legendary_scientific_diplomacy } } 0 = { modifier = { add = 1 AND = { owner = { is_militarist = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_natural_ruler } } } } add_trait = { trait = leader_trait_legendary_natural_ruler } } 0 = { modifier = { add = 1 AND = { owner = { is_pacifist = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_military_knowledge } } } } add_trait = { trait = leader_trait_legendary_military_knowledge } } 0 = { modifier = { add = 1 AND = { owner = { is_materialist = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_pious_ascet } } } } add_trait = { trait = leader_trait_legendary_pious_ascet } } 0 = { modifier = { add = 1 AND = { owner = { is_spiritualist = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_industry_titan } } } } add_trait = { trait = leader_trait_legendary_industry_titan } } 0 = { modifier = { add = 1 AND = { owner = { is_egalitarian = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_high_king } } } } add_trait = { trait = leader_trait_legendary_high_king } } 0 = { modifier = { add = 1 AND = { owner = { is_xenophile = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_evervigilant } } } } add_trait = { trait = leader_trait_legendary_evervigilant } } 0 = { modifier = { add = 1 AND = { owner = { is_xenophobe = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_gunboat_diplomacy } } } } add_trait = { trait = leader_trait_legendary_gunboat_diplomacy } } 0 = { modifier = { add = 1 AND = { owner = { is_militarist = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_autarky } } } } add_trait = { trait = leader_trait_legendary_autarky } } 0 = { modifier = { add = 1 AND = { owner = { is_pacifist = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_foe_hammer } } } } add_trait = { trait = leader_trait_legendary_foe_hammer } } 0 = { modifier = { add = 1 AND = { owner = { is_materialist = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_great_teacher } } } } add_trait = { trait = leader_trait_legendary_great_teacher } } 0 = { modifier = { add = 1 AND = { owner = { is_spiritualist = no } NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_legendary_great_inventor } } } } add_trait = { trait = leader_trait_legendary_great_inventor } } } } paragon_origin_gain_modifier = { #Use on country scope switch = { trigger = has_modifier paragon_origin_strengthened_government_i = { hidden_effect = { remove_modifier = paragon_origin_strengthened_government_i } add_modifier = { modifier = paragon_origin_strengthened_government_ii days = -1 } } paragon_origin_strengthened_government_ii = { hidden_effect = { remove_modifier = paragon_origin_strengthened_government_ii } add_modifier = { modifier = paragon_origin_strengthened_government_iii days = -1 } } paragon_origin_strengthened_government_iii = { } default = { add_modifier = { modifier = paragon_origin_strengthened_government_i days = -1 } } } } create_random_species = { create_species = { name = random class = random_non_machine portrait = random traits = random } } add_random_expertise_trait_effect = { random_list = { 10 = { add_trait = { trait = leader_trait_expertise_materials show_message = no } } 10 = { add_trait = { trait = leader_trait_expertise_propulsion show_message = no } } 10 = { add_trait = { trait = leader_trait_expertise_voidcraft show_message = no } } 10 = { add_trait = { trait = leader_trait_expertise_industry show_message = no } } 10 = { add_trait = { trait = leader_trait_expertise_field_manipulation show_message = no } } 10 = { add_trait = { trait = leader_trait_expertise_particles show_message = no } } 10 = { add_trait = { trait = leader_trait_expertise_computing show_message = no } } 10 = { add_trait = { trait = leader_trait_expertise_new_worlds show_message = no } } 10 = { add_trait = { trait = leader_trait_expertise_statecraft show_message = no } } 10 = { add_trait = { trait = leader_trait_expertise_biology show_message = no } } 10 = { add_trait = { trait = leader_trait_expertise_military_theory show_message = no } } 1 = { modifier = { add = 4 owner = { OR = { has_origin = origin_remnants has_ascension_perk = ap_archaeoengineers any_system_within_border = { any_archaeological_site = { is_site_completed = yes } } any_owned_planet = { has_active_building = building_archaeostudies_faculty } } } } add_trait = { trait = leader_trait_expertise_archaeostudies show_message = no } } 1 = { modifier = { add = 4 owner = { OR = { has_origin = origin_shroudwalker_apprentice # This might be possible, somehow. has_technology = tech_psionic_theory } } } add_trait = { trait = leader_trait_expertise_psionics show_message = no } } } } # Run in leader scope add_expertise_trait_effect = { if = { limit = { NOT = { has_trait_tier1or2or3 = { TRAIT = $TRAIT$ } } } add_trait = { trait = $TRAIT$ } } else_if = { limit = { has_trait = $TRAIT$ } add_trait = { trait = $TRAIT$_2 } } else = { add_experience = 200 } } add_or_level_up_veteran_trait_effect = { if = { limit = { NOT = { has_trait_tier1or2or3 = { TRAIT = $TRAIT$ } } } add_trait = { trait = $TRAIT$ } } else_if = { limit = { has_trait = $TRAIT$ } add_trait = { trait = $TRAIT$_2 } } else = { add_trait = { trait = $TRAIT$_3 } } } add_expertise_trait_to_leader_or_research_node_effect = { if = { limit = { owner = { is_gestalt = yes } } owner = { random_owned_leader = { limit = { is_councilor_type = councilor_gestalt_cognitive } add_expertise_trait_effect = { TRAIT = $TRAIT$ } } } } else = { leader = { add_expertise_trait_effect = { TRAIT = $TRAIT$ } } } } set_random_commander_background_effect = { random_list = { 1 = { change_background_job = captain } 1 = { change_background_job = chief_navigator } 1 = { change_background_job = principal_pilot } 1 = { change_background_job = ship_weapons_officer } 1 = { change_background_job = ship_logistics_officer } 1 = { change_background_job = special_operations_commander } 1 = { change_background_job = commanding_officer } 1 = { change_background_job = chief_supply_officer } 1 = { change_background_job = intelligence_officer } 1 = { change_background_job = chief_security_officer } } } set_random_official_background_effect = { random_list = { 1 = { change_background_job = bureaucrat } 1 = { change_background_job = politician } 1 = { change_background_job = government_employee } 1 = { change_background_job = clerk } } } set_random_scientist_background_effect = { random_list = { 1 = { change_background_job = chemist } 1 = { change_background_job = head_researcher } 1 = { change_background_job = physicist } 1 = { change_background_job = biologist } 1 = { change_background_job = engineer } 1 = { change_background_job = government_employee } 1 = { change_background_job = clerk } } } assign_governor_effect = { if = { limit = { prefers_scientist_governors = yes } set_starting_governor_effect = { GOVERNOR = scientist } } else_if = { limit = { prefers_commander_governors = yes } set_starting_governor_effect = { GOVERNOR = commander } } else = { set_starting_governor_effect = { GOVERNOR = official } } } set_starting_governor_effect = { if = { limit = { exists = capital_scope } capital_scope = { if = { limit = { exists = leader leader = { leader_class = $GOVERNOR$ is_councilor = yes } } # Do nothing, leader matches chosen class. } else = { if = { limit = { exists = leader } kill_leader = { show_notification = no } } root = { if = { limit = { is_gestalt = no any_owned_leader = { leader_class = $GOVERNOR$ is_councilor = yes is_idle = yes is_ruler = no } } random_owned_leader = { limit = { leader_class = $GOVERNOR$ is_councilor = yes is_idle = yes is_ruler = no } save_event_target_as = governor_leader } } else = { create_leader = { class = $GOVERNOR$ name = random species = owner_main_species randomize_traits = no traits = { 1 = random_common } } last_created_leader = { save_event_target_as = governor_leader } } } assign_leader = event_target:governor_leader } } } } give_trait_no_notify_ignore_autocracy_restriction = { set_timed_leader_flag = { flag = ignore_autocracy_ruler_trait_restriction days = 1 } add_trait = { trait = $TRAIT$ show_message = no } } luminary_speech_effect = { if = { limit = { OR = { has_origin = origin_legendary_leader_dictatorial AND = { has_country_flag = paragon_origin_reformists_gone has_origin = origin_legendary_leader_imperial } } NOT = { has_country_flag = luminary_ascension_path } exists = ruler ruler = { has_leader_flag = paragon_origin_legendary_leader } } country_event = { id = paragon.5201 days = 3600 random = 7200 } } }