generate_pre_ftls_on_planet = { optimize_memory select_pre_ftl_origin = yes create_pre_ftl_species = yes create_pre_ftl_empire = yes setup_pre_ftl_planet = yes pre_ftl_clean_up_effect = yes } generate_very_early_pre_ftls_on_planet = { optimize_memory set_default_origin = yes create_pre_ftl_species = yes create_very_early_pre_ftl_empire = yes setup_pre_ftl_planet = yes pre_ftl_clean_up_effect = yes } generate_early_pre_ftls_on_planet = { optimize_memory select_pre_ftl_origin = yes create_pre_ftl_species = yes create_early_pre_ftl_empire = yes setup_pre_ftl_planet = yes pre_ftl_clean_up_effect = yes } generate_late_pre_ftls_on_planet = { optimize_memory select_pre_ftl_origin = yes create_pre_ftl_species = yes create_late_pre_ftl_empire = yes setup_pre_ftl_planet = yes pre_ftl_clean_up_effect = yes } generate_subterranean_pre_ftls_on_planet = { optimize_memory set_planet_flag = pre_ftl_subterranean create_pre_ftl_species = yes create_late_pre_ftl_empire = yes setup_pre_ftl_planet = yes pre_ftl_clean_up_effect = yes } generate_chosen_pre_ftls_on_planet = { set_planet_flag = pre_ftl_default #Don't create species. Last created species is already correct create_very_early_pre_ftl_empire = yes setup_pre_ftl_planet = yes pre_ftl_clean_up_effect = yes } # This is called before the pre-ftl species is created due to interactions between various origins and the pop creation effect. select_pre_ftl_origin = { if = { limit = { NOT = { has_planet_flag = pre_ftl_default } } # Void Dwellers if = { limit = { is_planet_class = pc_habitat } set_planet_flag = pre_ftl_void_dwellers } else_if = { limit = { is_planet_class = pc_ringworld_habitable } # Do nothing! } else_if = { limit = { is_planet_class = pc_shattered_ring_habitable } set_planet_flag = pre_ftl_shattered_ring } else = { random_list = { # Default pre-ftl origin # All other origins require First Contact. 100 = { set_planet_flag = pre_ftl_default } # Mechanists (requires Utopia) 5 = { modifier = { factor = 0 OR = { has_first_contact_dlc = no has_utopia = no has_planet_flag = pre_ftl_hive_mind any_galaxy_planet = { has_planet_flag = pre_ftl_mechanists } } } set_planet_flag = pre_ftl_mechanists } # Life-Seeded (requires Apocalypse) 5 = { modifier = { factor = 0 is_planet_class = pc_volcanic } modifier = { factor = 0 NOT = { host_has_dlc = "Apocalypse" } } modifier = { factor = 0 OR = { has_first_contact_dlc = no any_galaxy_planet = { has_planet_flag = pre_ftl_life_seeded } any_country = { has_origin = origin_life_seeded } } } set_planet_flag = pre_ftl_life_seeded change_pc = pc_gaia create_life_seeded_planet = yes } # Ocean Paradise (Requires Aquatics) 5 = { modifier = { factor = 0 is_planet_class = pc_volcanic } modifier = { factor = 0 OR = { has_aquatics = no has_first_contact_dlc = no } } modifier = { factor = 0 OR = { any_galaxy_planet = { has_planet_flag = pre_ftl_ocean_paradise } any_country = { has_origin = origin_ocean_paradise } } } set_planet_flag = pre_ftl_ocean_paradise change_pc = pc_ocean set_planet_size = 30 create_ocean_paradise_planet = yes } # Subterranean (requires Overlord) 5 = { modifier = { factor = 0 OR = { has_overlord_dlc = no has_first_contact_dlc = no } } modifier = { factor = 0 any_galaxy_planet = { has_planet_flag = pre_ftl_subterranean } } set_planet_flag = pre_ftl_subterranean } } } } } #This option is here for things like Necrophages where we don't want your guaranteed pre-FTLs to start with a size 30 ocean world set_default_origin = { set_planet_flag = pre_ftl_default } # This is called as part of create_FOO_BAR_pre_ftl_empire to set the correct origin on the pre-ftl country. # These origins are so that the correct origin is shown when the pre-ftl civilization achieves FTL tech. # Some origins are also checked during their technological progression. set_pre_ftl_origin = { switch = { trigger = has_planet_flag pre_ftl_default = { owner = { set_origin = origin_default_pre_ftl } } pre_ftl_mechanists = { owner = { shift_ethic = "ethic_fanatic_materialist" set_origin = origin_mechanists } } pre_ftl_life_seeded = { owner = { set_origin = origin_life_seeded } } pre_ftl_ocean_paradise = { owner = { set_origin = origin_ocean_paradise } } pre_ftl_subterranean = { owner = { set_origin = origin_subterranean } } pre_ftl_void_dwellers = { owner = { set_origin = origin_void_dwellers } } pre_ftl_shattered_ring = { owner = { set_origin = origin_shattered_ring } } } } pre_ftl_clean_up_effect = { owner = { if = { limit = { is_subterranean_empire = yes } # If you're not in the industrial age, we'll accelerate your progress. if = { limit = { is_pre_industrial = yes } remove_pre_ftl_flags = yes set_pre_ftl_age = industrial_age set_country_flag = industrial_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_industrial_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "beige" "yellow" "null" "null" } } capital_scope = { remove_all_buildings = yes } if = { limit = { is_hive_empire = no } change_government = { civics = { civic = civic_increasing_urbanization civic = civic_atmospheric_pollution } } capital_scope = { add_primitive_farm_or_mine = yes add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_primitive_power_plant add_building = building_primitive_capital add_building = building_urban_dwellings } } else = { change_government = { civics = { civic = civic_hive_centralized_consciousness civic = civic_hive_atmospheric_pollution } } capital_scope = { add_primitive_farm_or_mine = yes add_building = building_hive_primitive_factory add_building = building_hive_primitive_mine add_building = building_hive_primitive_power_plant add_building = building_hive_primitive_capital add_building = building_hive_urban_dwellings } } capital_scope = { if = { limit = { pop_amount > @industrial_age_pops } while = { limit = { pop_amount > @industrial_age_pops } random_owned_pop_group = { remove_pop_amount = 100 } } } else_if = { limit = { pop_amount < @industrial_age_pops } while = { limit = { pop_amount < @industrial_age_pops } create_pop_group = { species = owner_main_species } } } } } } if = { limit = { has_origin = origin_mechanists } # If you're not in the industrial age, we'll accelerate your progress. if = { limit = { is_pre_industrial = yes } remove_pre_ftl_flags = yes set_pre_ftl_age = industrial_age set_country_flag = industrial_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_industrial_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "beige" "yellow" "null" "null" } } capital_scope = { remove_all_buildings = yes } change_government = { civics = { civic = civic_increasing_urbanization civic = civic_atmospheric_pollution } } capital_scope = { add_primitive_farm_or_mine = yes add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_primitive_power_plant add_building = building_primitive_capital add_building = building_urban_dwellings } } create_built_robot_species = yes last_created_species = { save_global_event_target_as = pre_ftl_mechanist_robot } set_country_flag = created_robots capital_scope = { while = { count = 4 create_pop_group = { species = event_target:pre_ftl_mechanist_robot } } if = { limit = { pop_amount > @industrial_age_pops } while = { limit = { pop_amount > @industrial_age_pops } random_owned_pop_group = { remove_pop_amount = 100 } } } else_if = { limit = { pop_amount < @industrial_age_pops } while = { limit = { pop_amount < @industrial_age_pops } create_pop_group = { species = owner_main_species } } } } } } } create_pre_ftl_species = { if = { limit = { has_planet_flag = pre_ftl_ocean_paradise } create_species = { name = random class = random_pre_ftl portrait = random homeworld = THIS traits = { trait = trait_aquatic trait = random_traits } } } else_if = { limit = { has_planet_flag = pre_ftl_subterranean } create_species = { name = random class = random_pre_ftl portrait = random homeworld = THIS traits = { trait = trait_cave_dweller trait = random_traits } } } else_if = { limit = { has_planet_flag = pre_ftl_void_dwellers } create_species = { name = random class = random_pre_ftl portrait = random homeworld = THIS traits = { trait = trait_void_dweller_1 trait = random_traits } } } else = { random_list = { 99 = { create_species = { name = random class = random_pre_ftl portrait = random homeworld = THIS traits = { trait = random_traits } } } 1 = { set_global_flag = forcefully_devolved_pre_ftl_rolled create_species = { name = random class = random_pre_ftl portrait = random homeworld = THIS traits = { trait = random_traits trait = "trait_presapient_forcefully_devolved" } } modifier = { factor = 0 has_global_flag = forcefully_devolved_pre_ftl_rolled } } } } } create_very_early_pre_ftl_empire = { create_country = { name = random authority = random day_zero_contact = no civics = { civic = civic_landed_nobility civic = civic_flat_world_theory } species = last_created_species ethos = random flag = { icon = { category = "pre_ftl" file = "preftl_stone_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "turquoise" "green" "null" "null" } } origin = "origin_default" type = primitive effect = { set_graphical_culture = preindustrial_01 random_list = { 2 = { set_country_flag = stone_age set_pre_ftl_age = stone_age change_government = { authority = random civics = { civic = civic_secret_of_fire civic = civic_the_wheel } } } 1 = { set_country_flag = bronze_age set_pre_ftl_age = bronze_age change_government = { authority = random civics = { civic = civic_secret_of_fire civic = civic_the_wheel } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_bronze_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "green" "dark_green" "null" "null" } } } 1 = { set_country_flag = iron_age set_pre_ftl_age = iron_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_iron_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "purple" "dark_purple" "null" "null" } } } } } } set_pre_ftl_origin = yes } create_early_pre_ftl_empire = { create_country = { name = random authority = random civics = { civic = civic_landed_nobility civic = civic_flat_world_theory } species = last_created_species ethos = random flag = { icon = { category = "pre_ftl" file = "preftl_stone_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "turquoise" "green" "null" "null" } } origin = "origin_default" type = primitive } last_created_country = { set_graphical_culture = preindustrial_01 random_list = { 20 = { set_country_flag = stone_age set_pre_ftl_age = stone_age change_government = { authority = random civics = { civic = civic_secret_of_fire civic = civic_the_wheel } } } 20 = { set_country_flag = bronze_age set_pre_ftl_age = bronze_age change_government = { authority = random civics = { civic = civic_secret_of_fire civic = civic_the_wheel } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_bronze_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "green" "dark_green" "null" "null" } } } 20 = { set_country_flag = iron_age set_pre_ftl_age = iron_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_iron_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "purple" "dark_purple" "null" "null" } } } 20 = { set_country_flag = late_medieval_age set_pre_ftl_age = late_medieval_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_medieval_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "light_blue" "blue" "null" "null" } } } 20 = { set_country_flag = renaissance_age set_pre_ftl_age = renaissance_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_renaissance_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "pink" "burgundy" "null" "null" } } } 20 = { set_country_flag = steam_age set_pre_ftl_age = steam_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_steam_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "orange" "red" "null" "null" } } } } } set_pre_ftl_origin = yes } create_late_pre_ftl_empire = { create_country = { name = random authority = random civics = { civic = civic_increasing_urbanization civic = civic_atmospheric_pollution } species = last_created_species ethos = random flag = { icon = { category = "pre_ftl" file = "preftl_industrial_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "turquoise" "green" "null" "null" } } origin = "origin_default" type = primitive } last_created_country = { set_graphical_culture = industrial_01 random_list = { 25 = { set_country_flag = industrial_age set_pre_ftl_age = industrial_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_industrial_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "beige" "yellow" "null" "null" } } } 25 = { set_country_flag = machine_age set_pre_ftl_age = machine_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_machine_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "yellow" "orange" "null" "null" } } } 25 = { set_country_flag = atomic_age set_pre_ftl_age = atomic_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_atomic_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "beige" "brown" "null" "null" } } } 25 = { set_country_flag = early_space_age set_pre_ftl_age = early_space_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_early_space_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "grey" "dark_grey" "null" "null" } } } } } set_pre_ftl_origin = yes } create_pre_ftl_empire = { random_list = { # Industrial Civilization 35 = { create_late_pre_ftl_empire = yes } # Medieval Civilization 65 = { create_early_pre_ftl_empire = yes } } } add_tech_progress_situation = { if = { limit = { NOT = { any_situation = { is_situation_type = pre_ftl_tech_progress_situation } } } start_situation = { type = pre_ftl_tech_progress_situation } # Early Space Age Pre-FTLs are capped at 50% progress. if = { limit = { has_country_flag = early_space_age } random_situation = { limit = { is_situation_type = pre_ftl_tech_progress_situation } set_variable = { which = initial_tech_progress value = 0 } set_variable_to_random_value = { which = initial_tech_progress min = 0 max = 960 rounded = yes } add_situation_progress = initial_tech_progress clear_variable = initial_tech_progress } } else = { random_situation = { limit = { is_situation_type = pre_ftl_tech_progress_situation } set_variable = { which = initial_tech_progress value = 0 } set_variable_to_random_value = { which = initial_tech_progress min = 0 max = 1900 rounded = yes } add_situation_progress = initial_tech_progress clear_variable = initial_tech_progress } } } } setup_pre_ftl_planet = { set_owner = last_created_country set_capital = yes remove_building = building_colony_shelter last_created_country = { switch = { trigger = has_country_flag stone_age = { prev = { add_building = building_crude_huts remove_building = building_colony_shelter create_pop_group = { species = last_created_species size = @stone_age_pops } } } bronze_age = { prev = { add_building = building_primitive_dwellings add_building = building_stone_palace remove_building = building_colony_shelter create_pop_group = { species = last_created_species size = @bronze_age_pops } } } iron_age = { prev = { add_building = building_primitive_dwellings add_building = building_stone_palace remove_building = building_colony_shelter create_pop_group = { species = last_created_species size = @iron_age_pops } } } late_medieval_age = { prev = { add_building = building_primitive_dwellings add_building = building_primitive_dwellings add_building = building_stone_palace remove_building = building_colony_shelter create_pop_group = { species = last_created_species size = @late_medieval_age_pops } } } renaissance_age = { prev = { add_building = building_primitive_dwellings add_building = building_primitive_dwellings add_building = building_stone_palace remove_building = building_colony_shelter create_pop_group = { species = last_created_species size = @renaissance_age_pops } } } steam_age = { prev = { add_building = building_urban_dwellings add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_stone_palace remove_building = building_colony_shelter create_pop_group = { species = last_created_species size = @steam_age_pops } } } industrial_age = { prev = { add_primitive_farm_or_mine = yes add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_primitive_power_plant add_building = building_primitive_capital add_building = building_urban_dwellings remove_building = building_colony_shelter create_pop_group = { species = last_created_species size = @industrial_age_pops } } if = { limit = { has_origin = origin_mechanists } create_built_robot_species = yes last_created_species = { save_global_event_target_as = pre_ftl_mechanist_robot } set_country_flag = created_robots prev = { while = { count = 2 random_owned_pop_group = { limit = { is_robotic_species = no } remove_pop_amount = 100 } create_pop_group = { species = event_target:pre_ftl_mechanist_robot } } } } } machine_age = { prev = { add_primitive_farm_or_mine = yes add_building = building_primitive_factory add_building = building_primitive_power_plant add_building = building_primitive_capital add_building = building_urban_dwellings remove_building = building_colony_shelter create_pop_group = { species = last_created_species size = @machine_age_pops } } if = { limit = { has_origin = origin_mechanists } create_built_robot_species = yes last_created_species = { save_global_event_target_as = pre_ftl_mechanist_robot } set_country_flag = created_robots prev = { while = { count = 4 random_owned_pop_group = { limit = { is_robotic_species = no } remove_pop_amount = 100 } create_pop_group = { species = event_target:pre_ftl_mechanist_robot } } } } } atomic_age = { prev = { add_primitive_farm_or_mine = yes add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_primitive_power_plant add_building = building_primitive_capital add_building = building_urban_dwellings remove_building = building_colony_shelter create_pop_group = { species = last_created_species size = @atomic_age_pops } } if = { limit = { has_origin = origin_mechanists } create_built_robot_species = yes last_created_species = { save_global_event_target_as = pre_ftl_mechanist_robot } set_country_flag = created_robots prev = { while = { count = 6 random_owned_pop_group = { limit = { is_robotic_species = no } remove_pop_amount = 100 } create_pop_group = { species = event_target:pre_ftl_mechanist_robot } } } } } early_space_age = { prev = { add_primitive_farm_or_mine = yes add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_primitive_power_plant add_building = building_primitive_capital add_building = building_urban_dwellings remove_building = building_colony_shelter create_pop_group = { species = last_created_species size = @early_space_age_pops } } if = { limit = { has_origin = origin_mechanists } create_built_robot_species = yes last_created_species = { save_global_event_target_as = pre_ftl_mechanist_robot } set_country_flag = created_robots prev = { while = { count = 8 random_owned_pop_group = { limit = { is_robotic_species = no } remove_pop_amount = 100 } create_pop_group = { species = event_target:pre_ftl_mechanist_robot } } } } } } } if = { limit = { last_created_country = { OR = { has_country_flag = machine_age has_country_flag = atomic_age has_country_flag = early_space_age } } } create_pre_ftl_blockers = yes } } setup_pre_ftl_broken_shackles_planet = { set_owner = event_target:broken_shackles_parent set_capital = yes remove_building = building_colony_shelter event_target:broken_shackles_parent = { start_situation = { type = pre_ftl_tech_progress_situation } # Early Space Age Pre-FTLs are capped at 50% progress. if = { limit = { has_country_flag = early_space_age } random_situation = { limit = { is_situation_type = pre_ftl_tech_progress_situation } set_variable = { which = initial_tech_progress value = 0 } set_variable_to_random_value = { which = initial_tech_progress min = 0 max = 960 rounded = yes } add_situation_progress = initial_tech_progress clear_variable = initial_tech_progress } } else = { random_situation = { limit = { is_situation_type = pre_ftl_tech_progress_situation } set_variable = { which = initial_tech_progress value = 0 } set_variable_to_random_value = { which = initial_tech_progress min = 0 max = 1916 rounded = yes } add_situation_progress = initial_tech_progress clear_variable = initial_tech_progress } } switch = { trigger = has_country_flag stone_age = { prev = { create_pop_group = { species = owner_main_species size = @stone_age_pops } add_building = building_crude_huts } } bronze_age = { prev = { create_pop_group = { species = owner_main_species size = @bronze_age_pops } add_building = building_stone_palace add_building = building_primitive_dwellings } } iron_age = { prev = { create_pop_group = { species = owner_main_species size = @iron_age_pops } add_building = building_stone_palace add_building = building_primitive_dwellings } } late_medieval_age = { prev = { create_pop_group = { species = owner_main_species size = @late_medieval_age_pops } add_building = building_stone_palace add_building = building_primitive_dwellings add_building = building_primitive_dwellings } } renaissance_age = { prev = { create_pop_group = { species = owner_main_species size = @renaissance_age_pops } add_building = building_stone_palace add_building = building_primitive_dwellings add_building = building_primitive_dwellings } } steam_age = { prev = { create_pop_group = { species = owner_main_species size = @steam_age_pops } add_building = building_stone_palace add_building = building_urban_dwellings add_building = building_primitive_factory add_building = building_primitive_mine } } industrial_age = { prev = { create_pop_group = { species = owner_main_species size = @industrial_age_pops } add_building = building_primitive_capital add_primitive_farm_or_mine = yes add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_primitive_power_plant add_building = building_urban_dwellings } } machine_age = { prev = { create_pop_group = { species = owner_main_species size = @machine_age_pops } add_building = building_primitive_capital add_primitive_farm_or_mine = yes add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_primitive_power_plant add_building = building_urban_dwellings } } atomic_age = { prev = { create_pop_group = { species = owner_main_species size = @atomic_age_pops } add_building = building_primitive_capital add_primitive_farm_or_mine = yes add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_primitive_power_plant add_building = building_urban_dwellings } } early_space_age = { prev = { create_pop_group = { species = owner_main_species size = @early_space_age_pops } add_building = building_primitive_capital add_primitive_farm_or_mine = yes add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_primitive_power_plant add_building = building_urban_dwellings } } } } if = { limit = { event_target:broken_shackles_parent = { OR = { has_country_flag = machine_age has_country_flag = atomic_age has_country_flag = early_space_age } } } create_pre_ftl_blockers = yes } } remove_pre_ftl_flags = { remove_country_flag = stone_age remove_country_flag = bronze_age remove_country_flag = iron_age remove_country_flag = late_medieval_age remove_country_flag = renaissance_age remove_country_flag = steam_age remove_country_flag = industrial_age remove_country_flag = machine_age remove_country_flag = atomic_age remove_country_flag = early_space_age } set_species_graphical_culture = { switch = { trigger = is_species_class MAM = { set_graphical_culture = mammalian_01 } REP = { set_graphical_culture = reptilian_01 } AVI = { set_graphical_culture = avian_01 } ART = { set_graphical_culture = arthropoid_01 } MOL = { set_graphical_culture = molluscoid_01 } FUN = { set_graphical_culture = fungoid_01 } PLANT = { set_graphical_culture = plantoid_01 } HUM = { set_graphical_culture = humanoid_01 } LITHOID = { set_graphical_culture = lithoid_01 } NECROID = { set_graphical_culture = necroid_01 } AQUATIC = { set_graphical_culture = aquatic_01 } TOX = { set_graphical_culture = toxoid_01 } INF = { set_graphical_culture = infernal_01 } default = { set_graphical_culture = mammalian_01 } } } # Use in primitive country scope: # set_pre_ftl_age_effect = { PRE_FTL_AGE = stone_age } set_pre_ftl_age_effect = { hidden_effect = { remove_pre_ftl_flags = yes set_pre_ftl_age = $PRE_FTL_AGE$ set_country_flag = $PRE_FTL_AGE$ set_country_flag = recently_advanced capital_scope = { remove_all_buildings = yes } start_situation = { type = pre_ftl_tech_progress_situation } if = { limit = { is_gestalt = no } switch = { trigger = has_country_flag stone_age = { change_government = { authority = random civics = { civic = civic_secret_of_fire civic = civic_the_wheel } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_stone_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "turquoise" "green" "null" "null" } } capital_scope = { add_building = building_crude_huts } } bronze_age = { change_government = { authority = random civics = { civic = civic_secret_of_fire civic = civic_the_wheel } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_bronze_age.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "green" "dark_green" "null" "null" } } capital_scope = { add_building = building_primitive_dwellings add_building = building_stone_palace } } iron_age = { change_government = { authority = random civics = { civic = civic_landed_nobility civic = civic_flat_world_theory } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_iron_age.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "purple" "dark_purple" "null" "null" } } capital_scope = { add_building = building_primitive_dwellings add_building = building_stone_palace } } late_medieval_age = { change_government = { authority = random civics = { civic = civic_landed_nobility civic = civic_flat_world_theory } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_medieval_age.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "light_blue" "blue" "null" "null" } } capital_scope = { add_building = building_primitive_dwellings add_building = building_primitive_dwellings add_building = building_stone_palace } } renaissance_age = { change_government = { authority = random civics = { civic = civic_landed_nobility civic = civic_flat_world_theory } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_renaissance_age.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "pink" "burgundy" "null" "null" } } capital_scope = { add_building = building_primitive_dwellings add_building = building_primitive_dwellings add_building = building_stone_palace } } steam_age = { change_government = { authority = random civics = { civic = civic_landed_nobility civic = civic_flat_world_theory } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_steam_age.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "orange" "red" "null" "null" } } capital_scope = { add_building = building_urban_dwellings add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_stone_palace } } industrial_age = { change_government = { authority = random civics = { civic = civic_increasing_urbanization civic = civic_atmospheric_pollution } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_industrial_age.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "beige" "yellow" "null" "null" } } capital_scope = { add_primitive_farm_or_mine = yes add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_primitive_power_plant add_building = building_primitive_capital add_building = building_urban_dwellings } } machine_age = { change_government = { authority = random civics = { civic = civic_increasing_urbanization civic = civic_atmospheric_pollution } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_machine_age.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "yellow" "orange" "null" "null" } } capital_scope = { add_primitive_farm_or_mine = yes add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_primitive_power_plant# add_building = building_primitive_capital add_building = building_urban_dwellings add_deposit = d_decrepit_dwellings add_deposit = d_failing_infrastructure } } atomic_age = { change_government = { authority = random civics = { civic = civic_increasing_urbanization civic = civic_atmospheric_pollution } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_atomic_age.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "beige" "brown" "null" "null" } } capital_scope = { add_primitive_farm_or_mine = yes add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_primitive_power_plant add_building = building_primitive_capital add_building = building_urban_dwellings add_deposit = d_decrepit_dwellings add_deposit = d_failing_infrastructure } } early_space_age = { change_government = { authority = random civics = { civic = civic_increasing_urbanization civic = civic_atmospheric_pollution } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_early_space_age.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "grey" "dark_grey" "null" "null" } } capital_scope = { add_primitive_farm_or_mine = yes add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_primitive_power_plant add_building = building_primitive_capital add_building = building_urban_dwellings add_deposit = d_decrepit_dwellings add_deposit = d_failing_infrastructure } } } } else = { switch = { trigger = has_country_flag stone_age = { change_government = { civics = { civic = civic_hive_secret_of_fire civic = civic_hive_the_wheel } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_stone_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "turquoise" "green" "null" "null" } } capital_scope = { add_building = building_hive_crude_huts } } bronze_age = { change_government = { civics = { civic = civic_hive_secret_of_fire civic = civic_hive_the_wheel } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_bronze_age.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "green" "dark_green" "null" "null" } } capital_scope = { add_building = building_hive_primitive_dwellings add_building = building_hive_stone_palace } } iron_age = { change_government = { civics = { civic = civic_hive_burgeoning_nodes civic = civic_hive_flat_world_theory } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_iron_age.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "purple" "dark_purple" "null" "null" } } capital_scope = { add_building = building_hive_primitive_dwellings add_building = building_hive_stone_palace } } late_medieval_age = { change_government = { civics = { civic = civic_hive_burgeoning_nodes civic = civic_hive_flat_world_theory } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_medieval_age.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "light_blue" "blue" "null" "null" } } capital_scope = { add_building = building_hive_primitive_dwellings add_building = building_hive_primitive_dwellings add_building = building_hive_stone_palace } } renaissance_age = { change_government = { civics = { civic = civic_hive_burgeoning_nodes civic = civic_hive_flat_world_theory } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_renaissance_age.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "pink" "burgundy" "null" "null" } } capital_scope = { add_building = building_hive_primitive_dwellings add_building = building_hive_primitive_dwellings add_building = building_hive_stone_palace } } steam_age = { change_government = { civics = { civic = civic_hive_burgeoning_nodes civic = civic_hive_flat_world_theory } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_steam_age.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "orange" "red" "null" "null" } } capital_scope = { add_building = building_hive_urban_dwellings add_building = building_hive_primitive_factory add_building = building_hive_primitive_mine add_building = building_hive_stone_palace } } industrial_age = { change_government = { civics = { civic = civic_hive_centralized_consciousness civic = civic_hive_atmospheric_pollution } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_industrial_age.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "beige" "yellow" "null" "null" } } capital_scope = { add_primitive_farm_or_mine = yes add_building = building_hive_primitive_factory add_building = building_hive_primitive_mine add_building = building_hive_primitive_power_plant add_building = building_hive_primitive_capital add_building = building_hive_urban_dwellings } } machine_age = { change_government = { civics = { civic = civic_hive_centralized_consciousness civic = civic_hive_atmospheric_pollution } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_machine_age.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "yellow" "orange" "null" "null" } } capital_scope = { add_primitive_farm_or_mine = yes add_building = building_hive_primitive_factory add_building = building_hive_primitive_mine add_building = building_hive_primitive_power_plant add_building = building_hive_primitive_capital add_building = building_hive_urban_dwellings add_deposit = d_collapsed_burrows add_deposit = d_failing_infrastructure } } atomic_age = { change_government = { civics = { civic = civic_hive_centralized_consciousness civic = civic_hive_atmospheric_pollution } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_atomic_age.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "beige" "brown" "null" "null" } } capital_scope = { add_primitive_farm_or_mine = yes add_building = building_hive_primitive_factory add_building = building_hive_primitive_mine add_building = building_hive_primitive_power_plant add_building = building_hive_primitive_capital add_building = building_hive_urban_dwellings add_deposit = d_collapsed_burrows add_deposit = d_failing_infrastructure } } early_space_age = { change_government = { civics = { civic = civic_hive_centralized_consciousness civic = civic_hive_atmospheric_pollution } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_early_space_age.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "grey" "dark_grey" "null" "null" } } capital_scope = { add_primitive_farm_or_mine = yes add_building = building_hive_primitive_factory add_building = building_hive_primitive_mine add_building = building_hive_primitive_power_plant add_building = building_hive_primitive_capital add_building = building_hive_urban_dwellings add_deposit = d_collapsed_burrows add_deposit = d_failing_infrastructure } } } } } } # Use in primitive country scope: # increase_pre_ftl_pops_by_age_effect = { PRE_FTL_AGE = stone_age } increase_pre_ftl_pops_by_age_effect = { set_country_flag = $PRE_FTL_AGE$_pops hidden_effect = { switch = { trigger = has_country_flag stone_age_pops = { # Do nothing } bronze_age_pops = { capital_scope = { while = { count = @ancient_or_medieval_era_growth create_pop_group = { species = owner_main_species } } } } iron_age_pops = { capital_scope = { while = { count = @ancient_or_medieval_era_growth create_pop_group = { species = owner_main_species } } } } late_medieval_age_pops = { capital_scope = { while = { count = @ancient_or_medieval_era_growth create_pop_group = { species = owner_main_species } } } } renaissance_age_pops = { capital_scope = { while = { count = @ancient_or_medieval_era_growth create_pop_group = { species = owner_main_species } } } } steam_age_pops = { capital_scope = { while = { count = @victorian_era_growth create_pop_group = { species = owner_main_species } } } } industrial_age_pops = { capital_scope = { if = { limit = { owner = { has_origin = origin_mechanists } } owner = { if = { limit = { NOT = { has_country_flag = created_robots } } set_country_flag = created_robots create_built_robot_species = yes last_created_species = { save_global_event_target_as = pre_ftl_mechanist_robot } } } while = { count = 2 while = { count = @victorian_era_growth create_pop_group = { species = event_target:pre_ftl_mechanist_robot } } } } else = { while = { count = @victorian_era_growth create_pop_group = { species = owner_main_species } } } } } machine_age_pops = { capital_scope = { while = { count = @machine_age_growth create_pop_group = { species = owner_main_species } } random_list = { 25 = { # One fewer pop gained random_owned_pop_group = { limit = { is_robotic_species = no } remove_pop_amount = 100 } } 50 = { # DO NOTHING } 25 = { # One extra pop gained create_pop_group = { species = owner_main_species } } } if = { limit = { owner = { has_origin = origin_mechanists } } owner = { if = { limit = { NOT = { has_country_flag = created_robots } } set_country_flag = created_robots create_built_robot_species = yes last_created_species = { save_global_event_target_as = pre_ftl_mechanist_robot } } } while = { count = 2 random_owned_pop_group = { limit = { is_robotic_species = no } remove_pop_amount = 100 } create_pop_group = { species = event_target:pre_ftl_mechanist_robot } } } } } atomic_age_pops = { capital_scope = { while = { count = @atomic_age_growth create_pop_group = { species = owner_main_species } } random_list = { 25 = { # One fewer pop gained random_owned_pop_group = { limit = { is_robotic_species = no } remove_pop_amount = 100 } } 50 = { # DO NOTHING } 25 = { # One extra pop gained create_pop_group = { species = owner_main_species } } } if = { limit = { owner = { has_origin = origin_mechanists } } owner = { if = { limit = { NOT = { has_country_flag = created_robots } } set_country_flag = created_robots create_built_robot_species = yes last_created_species = { save_global_event_target_as = pre_ftl_mechanist_robot } } } while = { count = 2 random_owned_pop_group = { limit = { is_robotic_species = no } remove_pop_amount = 100 } create_pop_group = { species = event_target:pre_ftl_mechanist_robot } } } } } early_space_age_pops = { capital_scope = { while = { count = @early_space_age_growth create_pop_group = { species = owner_main_species } } random_list = { 25 = { # One fewer pop gained random_owned_pop_group = { limit = { is_robotic_species = no } remove_pop_amount = 100 } } 50 = { # DO NOTHING } 25 = { # One extra pop gained create_pop_group = { species = owner_main_species } } } if = { limit = { owner = { has_origin = origin_mechanists } } owner = { if = { limit = { NOT = { has_country_flag = created_robots } } set_country_flag = created_robots create_built_robot_species = yes last_created_species = { save_global_event_target_as = pre_ftl_mechanist_robot } } } while = { count = 2 random_owned_pop_group = { limit = { is_robotic_species = no } remove_pop_amount = 100 } create_pop_group = { species = event_target:pre_ftl_mechanist_robot } } } } } } } remove_country_flag = $PRE_FTL_AGE$_pops } create_pre_ftl_blockers = { add_deposit = d_decrepit_dwellings add_deposit = d_failing_infrastructure } ### PRE-SAPIENT / UPLIFTING EFFECTS spawn_presapient_species_randomizer_effect = { random_list = { 1 = { create_generic_presapient_species = { UPLIFT_TO = MAM } } 1 = { create_generic_presapient_species = { UPLIFT_TO = REP } } 1 = { create_generic_presapient_species = { UPLIFT_TO = AVI } } 1 = { create_generic_presapient_species = { UPLIFT_TO = ART } } 1 = { create_generic_presapient_species = { UPLIFT_TO = MOL } } 1 = { create_generic_presapient_species = { UPLIFT_TO = FUN } } 1 = { modifier = { factor = 0 has_plantoids = no } create_generic_presapient_species = { UPLIFT_TO = PLANT } } 1 = { modifier = { factor = 0 has_lithoids = no } create_generic_presapient_species = { UPLIFT_TO = LITHOID } } #1 = { # modifier = { factor = 0 has_necroids = no } # create_generic_presapient_species = { UPLIFT_TO = NECROID } #} 1 = { modifier = { factor = 0 has_aquatics = no } create_generic_presapient_species = { UPLIFT_TO = AQUATIC } } 1 = { modifier = { factor = 0 has_toxoids = no } create_generic_presapient_species = { UPLIFT_TO = TOX } } 1 = { modifier = { factor = 0 has_infernals = no } create_generic_presapient_species = { UPLIFT_TO = INF } } } } create_generic_presapient_species = { solar_system = { set_star_flag = pre_sapient_system } create_species = { name = random class = PRE_$UPLIFT_TO$ portrait = random traits = { trait = random_presapient_trait } homeworld = event_target:pre_sapient_planet sapient = no effect = { save_event_target_as = latest_presapient if = { limit = { is_species_class = PRE_LITHOID } change_species_characteristics = { add_trait = trait_lithoid } } else_if = { limit = { is_species_class = PRE_INF } change_species_characteristics = { add_trait = trait_infernal } } else = { change_species_characteristics = { add_trait = trait_organic } } } } while = { count = 3 create_pop_group = { category = pre_sapients species = event_target:latest_presapient } } event_target:pre_sapient_planet = { set_planet_flag = pre_sapient_planet } } #Homeworld for Genesis Guides spawn_presapient_species_randomizer_homeworld_effect = { random_list = { 1 = { create_generic_presapient_species_homeworld = { UPLIFT_TO = MAM } } 1 = { create_generic_presapient_species_homeworld = { UPLIFT_TO = REP } } 1 = { create_generic_presapient_species_homeworld = { UPLIFT_TO = AVI } } 1 = { create_generic_presapient_species_homeworld = { UPLIFT_TO = ART } } 1 = { create_generic_presapient_species_homeworld = { UPLIFT_TO = MOL } } 1 = { create_generic_presapient_species_homeworld = { UPLIFT_TO = FUN } } 1 = { modifier = { factor = 0 has_plantoids = no } create_generic_presapient_species_homeworld = { UPLIFT_TO = PLANT } } 1 = { modifier = { factor = 0 has_lithoids = no } create_generic_presapient_species_homeworld = { UPLIFT_TO = LITHOID } } #1 = { # modifier = { factor = 0 has_necroids = no } # create_generic_presapient_species = { UPLIFT_TO = NECROID } #} 1 = { modifier = { factor = 0 has_aquatics = no } create_generic_presapient_species_homeworld = { UPLIFT_TO = AQUATIC } } 1 = { modifier = { factor = 0 has_toxoids = no } create_generic_presapient_species_homeworld = { UPLIFT_TO = TOX } } 1 = { modifier = { factor = 0 has_infernals = no } create_generic_presapient_species_homeworld = { UPLIFT_TO = INF } } } } create_generic_presapient_species_homeworld = { solar_system = { set_star_flag = pre_sapient_system } create_species = { name = random class = PRE_$UPLIFT_TO$ portrait = random traits = { trait = random_presapient_trait } homeworld = this sapient = no effect = { if = { limit = { is_species_class = PRE_LITHOID } change_species_characteristics = { add_trait = trait_lithoid } } else_if = { limit = { is_species_class = PRE_INF } change_species_characteristics = { add_trait = trait_infernal } } else = { change_species_characteristics = { add_trait = trait_organic } } } } while = { count = 3 create_pop_group = { category = pre_sapients species = last_created_species } } } generate_pre_ftl_hive_on_planet = { optimize_memory select_pre_ftl_origin = yes create_pre_ftl_hive_species = yes create_pre_ftl_hive_empire = yes setup_pre_ftl_hive_planet = yes } generate_very_early_pre_ftl_hive_on_planet = { optimize_memory set_default_origin = yes create_pre_ftl_hive_species = yes create_very_early_pre_ftl_hive_empire = yes setup_pre_ftl_hive_planet = yes } create_pre_ftl_hive_species = { if = { limit = { has_planet_flag = pre_ftl_ocean_paradise } create_species = { name = random class = random_pre_ftl portrait = random homeworld = THIS traits = { trait = trait_hive_mind trait = trait_aquatic trait = random_traits } } } else_if = { limit = { has_planet_flag = pre_ftl_subterranean } create_species = { name = random class = random_pre_ftl portrait = random homeworld = THIS traits = { trait = trait_hive_mind trait = trait_cave_dweller trait = random_traits } } } else = { create_species = { name = random class = random_pre_ftl portrait = random homeworld = THIS traits = { trait = trait_hive_mind trait = random_traits } } } } create_pre_ftl_hive_empire = { random_list = { # Industrial Civilization 35 = { create_late_pre_ftl_hive_empire = yes } # Medieval Civilization 65 = { create_early_pre_ftl_hive_empire = yes } } } create_early_pre_ftl_hive_empire = { create_country = { name = random authority = auth_hive_mind civics = { civic = civic_hive_burgeoning_nodes civic = civic_hive_flat_world_theory } species = last_created_species ethos = { ethic = ethic_gestalt_consciousness } flag = { icon = { category = "pre_ftl" file = "preftl_stone_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "turquoise" "green" "null" "null" } } origin = "origin_default" type = primitive } last_created_country = { set_graphical_culture = preindustrial_01 random_list = { 20 = { set_country_flag = stone_age set_pre_ftl_age = stone_age change_government = { authority = auth_hive_mind civics = { civic = civic_hive_secret_of_fire civic = civic_hive_the_wheel } } } 20 = { set_country_flag = bronze_age set_pre_ftl_age = bronze_age change_government = { authority = auth_hive_mind civics = { civic = civic_hive_secret_of_fire civic = civic_hive_the_wheel } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_bronze_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "green" "dark_green" "null" "null" } } } 20 = { set_country_flag = iron_age set_pre_ftl_age = iron_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_iron_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "purple" "dark_purple" "null" "null" } } } 20 = { set_country_flag = late_medieval_age set_pre_ftl_age = late_medieval_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_medieval_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "light_blue" "blue" "null" "null" } } } 20 = { set_country_flag = renaissance_age set_pre_ftl_age = renaissance_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_renaissance_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "pink" "burgundy" "null" "null" } } } 20 = { set_country_flag = steam_age set_pre_ftl_age = steam_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_steam_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "orange" "red" "null" "null" } } } } } set_pre_ftl_origin = yes } create_late_pre_ftl_hive_empire = { create_country = { name = random authority = auth_hive_mind civics = { civic = civic_hive_centralized_consciousness civic = civic_hive_atmospheric_pollution } species = last_created_species ethos = { ethic = ethic_gestalt_consciousness } flag = { icon = { category = "pre_ftl" file = "preftl_industrial_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "turquoise" "green" "null" "null" } } origin = "origin_default" type = primitive } last_created_country = { set_graphical_culture = industrial_01 random_list = { 25 = { set_country_flag = industrial_age set_pre_ftl_age = industrial_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_industrial_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "beige" "yellow" "null" "null" } } } 25 = { set_country_flag = machine_age set_pre_ftl_age = machine_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_machine_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "yellow" "orange" "null" "null" } } } 25 = { set_country_flag = atomic_age set_pre_ftl_age = atomic_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_atomic_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "beige" "brown" "null" "null" } } } 25 = { set_country_flag = early_space_age set_pre_ftl_age = early_space_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_early_space_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "grey" "dark_grey" "null" "null" } } } } } set_pre_ftl_origin = yes } create_very_early_pre_ftl_hive_empire = { create_country = { name = random authority = auth_hive_mind civics = { civic = civic_hive_burgeoning_nodes civic = civic_hive_flat_world_theory } species = last_created_species ethos = { ethic = ethic_gestalt_consciousness } flag = { icon = { category = "pre_ftl" file = "preftl_stone_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "turquoise" "green" "null" "null" } } origin = "origin_default" type = primitive } last_created_country = { set_graphical_culture = preindustrial_01 random_list = { 20 = { set_country_flag = stone_age set_pre_ftl_age = stone_age change_government = { authority = auth_hive_mind civics = { civic = civic_hive_secret_of_fire civic = civic_hive_the_wheel } } } 20 = { set_country_flag = bronze_age set_pre_ftl_age = bronze_age change_government = { authority = auth_hive_mind civics = { civic = civic_hive_secret_of_fire civic = civic_hive_the_wheel } } change_country_flag = { icon = { category = "pre_ftl" file = "preftl_bronze_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "green" "dark_green" "null" "null" } } } 20 = { set_country_flag = iron_age set_pre_ftl_age = iron_age change_country_flag = { icon = { category = "pre_ftl" file = "preftl_iron_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "purple" "dark_purple" "null" "null" } } } } } set_pre_ftl_origin = yes } setup_pre_ftl_hive_planet = { set_owner = last_created_country set_capital = yes remove_building = building_colony_shelter last_created_country = { switch = { trigger = has_country_flag stone_age = { prev = { add_building = building_hive_crude_huts create_pop_group = { species = last_created_species size = @stone_age_pops } } } bronze_age = { prev = { add_building = building_hive_primitive_dwellings add_building = building_hive_stone_palace create_pop_group = { species = last_created_species size = @bronze_age_pops } } } iron_age = { prev = { add_building = building_hive_primitive_dwellings add_building = building_hive_stone_palace create_pop_group = { species = last_created_species size = @iron_age_pops } } } late_medieval_age = { prev = { add_building = building_hive_primitive_dwellings add_building = building_hive_primitive_dwellings add_building = building_hive_stone_palace create_pop_group = { species = last_created_species size = @late_medieval_age_pops } } } renaissance_age = { prev = { add_building = building_hive_primitive_dwellings add_building = building_hive_primitive_dwellings add_building = building_hive_stone_palace create_pop_group = { species = last_created_species size = @renaissance_age_pops } } } steam_age = { prev = { add_building = building_hive_urban_dwellings add_building = building_hive_primitive_factory add_building = building_hive_primitive_mine add_building = building_hive_stone_palace create_pop_group = { species = last_created_species size = @steam_age_pops } } } industrial_age = { prev = { add_primitive_farm_or_mine = yes add_building = building_hive_primitive_factory add_building = building_hive_primitive_mine add_building = building_hive_primitive_power_plant add_building = building_hive_primitive_capital add_building = building_hive_urban_dwellings create_pop_group = { species = last_created_species size = @industrial_age_pops } } } machine_age = { prev = { add_primitive_farm_or_mine = yes add_building = building_hive_primitive_factory add_building = building_hive_primitive_mine add_building = building_hive_primitive_power_plant add_building = building_hive_primitive_capital add_building = building_hive_urban_dwellings create_pop_group = { species = last_created_species size = @machine_age_pops } } } atomic_age = { prev = { add_primitive_farm_or_mine = yes add_building = building_hive_primitive_factory add_building = building_hive_primitive_mine add_building = building_hive_primitive_power_plant add_building = building_hive_primitive_capital add_building = building_hive_urban_dwellings add_building = building_hive_urban_dwellings create_pop_group = { species = last_created_species size = @atomic_age_pops } } } early_space_age = { prev = { add_primitive_farm_or_mine = yes add_building = building_hive_primitive_factory add_building = building_hive_primitive_mine add_building = building_hive_primitive_power_plant add_building = building_hive_primitive_capital add_building = building_hive_urban_dwellings create_pop_group = { species = last_created_species size = @early_space_age_pops } } } } } if = { limit = { last_created_country = { OR = { has_country_flag = machine_age has_country_flag = atomic_age has_country_flag = early_space_age } } } create_pre_ftl_blockers = yes } } achieve_ftl_effect = { country_event = { id = game_start.8 } remove_country_flag = early_space_age set_country_flag = primitives_can_into_space set_country_type = default change_country_flag = random set_species_graphical_culture = yes change_government = { authority = random civics = random } set_name = random if = { limit = { has_country_flag = was_enlightened has_origin = origin_default_pre_ftl } set_origin = origin_enlightened } if = { limit = { has_origin = origin_default_pre_ftl } set_origin = origin_default if = { limit = { is_gestalt = no } capital_scope = { add_modifier = { modifier = prosp_uni_mod days = 7200 } } } else = { capital_scope = { add_modifier = { modifier = prosp_uni_mod_gestalt days = 7200 } } } capital_scope = { while = { count = 4 create_pop_group = { species = owner } } } } add_resource = { energy = 500 minerals = 500 alloys = 125 influence = 50 unity = 250 volatile_motes = 50 exotic_gases = 50 rare_crystals = 50 mult = trigger:years_passed } if = { limit = { is_hive_empire = no } add_resource = { consumer_goods = 250 mult = trigger:years_passed } } if = { limit = { NOR = { is_lithoid_empire = yes is_infernal_empire = yes } } add_resource = { food = 500 mult = trigger:years_passed } } else_if = { limit = { is_infernal_empire = yes } add_resource = { alloys = 250 mult = trigger:years_passed } } else = { add_resource = { minerals = 500 mult = trigger:years_passed } } create_fleet = { effect = { set_owner = prev create_ship = { name = random random_existing_design = science } set_fleet_stance = evasive set_location = prev.capital_scope.star owner = { create_leader = { class = scientist sub_type = survey name = random species = owner_main_species } } set_leader = last_created_leader } } if = { limit = { is_gestalt = yes } country_event = { id = game_start.70 } #Sets up gestalt council } else = { country_event = { id = game_start.72 } #Sets up regular council } country_event = { id = game_start.71 } #Sets up planet governor create_fleet = { effect = { set_owner = prev create_ship = { name = random random_existing_design = constructor } set_fleet_stance = evasive set_location = prev.capital_star } } capital_scope = { clear_blockers = yes remove_all_buildings = yes if = { limit = { NOT = { is_planet_class = pc_habitat } } generate_start_buildings_and_districts = yes } else_if = { limit = { is_planet_class = pc_habitat } owner = { give_technology = { tech = tech_habitat_1 message = no } add_research_option = tech_habitat_2 } add_building = building_hab_major_capital # 2 jobs if = { limit = { owner = { NOR = { is_lithoid_empire = yes is_infernal_empire = yes } } } add_building = building_hydroponics_farm } # 2 jobs add_district = district_hab_science # 2 jobs if = { limit = { owner = { is_spiritualist = no } } add_building = building_bureaucratic_1 } # 2 jobs if = { limit = { owner = { is_spiritualist = yes OR = { has_valid_civic = civic_death_cult has_valid_civic = civic_death_cult_corporate } } } add_building = building_sacrificial_temple_1 } # 2 jobs if = { limit = { owner = { is_spiritualist = yes NOT = { has_valid_civic = civic_death_cult } } } add_building = building_temple } } while = { limit = { pop_amount < 800 #free_housing > 0 } create_pop_group = { species = owner } } if = { limit = { is_planet_class = pc_desert } set_planet_flag = tasty_desert } remove_all_armies = yes solar_system = { save_event_target_as = enlightened_system if = { limit = { exists = owner } owner = { save_event_target_as = previous_system_owner } } if = { limit = { NOT = { exists = starbase } } create_starbase = { size = starbase_starport module = shipyard module = shipyard owner = root } } } } random_controlled_ship = { limit = { is_ship_size = primitive_space_station } fleet = { destroy_fleet = THIS } } # countries with intel on this system get a notification and establish communications every_country = { limit = { is_country_type_with_subjects = yes NOR = { AND = { exists = event_target:previous_system_owner is_same_value = event_target:previous_system_owner } is_same_value = $OWNER$ } intel_level = { level > medium system = event_target:enlightened_system } } country_event = { id = preftl.1111 days = 1 scopes = { from = $PRE_FTL$ } } } if = { limit = { exists = event_target:previous_system_owner } establish_communications_no_message = event_target:previous_system_owner } } spawn_old_foes_effect = { random_system_planet = { limit = { has_planet_flag = czyrni_planet } random_list = { 1 = { change_pc = pc_tropical } 1 = { change_pc = pc_arid } 1 = { change_pc = pc_continental } 1 = { change_pc = pc_ocean } 1 = { change_pc = pc_tundra } 1 = { change_pc = pc_arctic } 1 = { change_pc = pc_alpine } 1 = { change_pc = pc_savannah } 1 = { change_pc = pc_desert } } create_species = { name = "NAME_Czyrni" plural = "NAME_Czyrni" class = HUM portrait = humanoid_02 namelist = "HUM3" traits = { trait = trait_organic trait = trait_survivor trait = trait_intelligent trait = trait_quarrelsome trait = trait_solitary trait = trait_charismatic trait = trait_talented } homeworld = this } change_pc = pc_nuked create_country = { name = random authority = random civics = { civic = civic_secret_of_fire civic = civic_the_wheel } species = last_created_species ethos = random origin = "origin_post_apocalyptic" flag = { icon = { category = "pre_ftl" file = "preftl_bronze_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "turquoise" "green" "null" "null" } } type = primitive } last_created_country = { set_country_flag = bronze_age set_pre_ftl_age = bronze_age set_graphical_culture = preindustrial_01 } set_owner = last_created_country set_capital = yes create_pop_group = { species = last_created_species size = @bronze_age_pops } add_building = building_primitive_dwellings add_building = building_stone_palace } random_system_planet = { limit = { has_planet_flag = pyorun_planet } random_list = { 1 = { change_pc = pc_tropical } 1 = { change_pc = pc_arid } 1 = { change_pc = pc_continental } 1 = { change_pc = pc_ocean } 1 = { change_pc = pc_tundra } 1 = { change_pc = pc_arctic } 1 = { change_pc = pc_alpine } 1 = { change_pc = pc_savannah } 1 = { change_pc = pc_desert } } create_species = { name = "NAME_Pyorun" plural = "NAME_Pyorun" class = HUM portrait = humanoid_03 namelist = "HUM2" traits = { trait = trait_organic trait = trait_survivor trait = trait_strong trait = trait_quarrelsome trait = trait_charismatic trait = trait_resilient } homeworld = this } change_pc = pc_nuked create_country = { name = random authority = random civics = { civic = civic_secret_of_fire civic = civic_the_wheel } species = last_created_species ethos = random origin = "origin_post_apocalyptic" flag = { icon = { category = "pre_ftl" file = "preftl_bronze_age.dds" } background= { category = "backgrounds" file = "new_dawn.dds" } colors={ "turquoise" "green" "null" "null" } } type = primitive } last_created_country = { set_country_flag = bronze_age set_pre_ftl_age = bronze_age set_graphical_culture = preindustrial_01 } set_owner = last_created_country set_capital = yes create_pop_group = { species = last_created_species size = @bronze_age_pops } add_building = building_primitive_dwellings add_building = building_stone_palace } } # Script effect to add the correct buildings to a pre-ftl planet. # Run in country scope. add_pre_ftl_buildings = { capital_scope = { remove_all_buildings = yes } if = { limit = { owner = { is_hive_empire = no } } switch = { trigger = has_country_flag stone_age = { capital_scope = { add_building = building_crude_huts } } bronze_age = { capital_scope = { add_building = building_primitive_dwellings add_building = building_stone_palace } } iron_age = { capital_scope = { add_building = building_primitive_dwellings add_building = building_stone_palace } } late_medieval_age = { capital_scope = { add_building = building_primitive_dwellings add_building = building_primitive_dwellings add_building = building_stone_palace } } renaissance_age = { capital_scope = { add_building = building_primitive_dwellings add_building = building_primitive_dwellings add_building = building_stone_palace } } steam_age = { capital_scope = { add_building = building_urban_dwellings add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_stone_palace } } industrial_age = { capital_scope = { add_primitive_farm_or_mine = yes add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_primitive_power_plant add_building = building_primitive_capital add_building = building_urban_dwellings } } machine_age = { capital_scope = { add_primitive_farm_or_mine = yes add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_primitive_power_plant add_building = building_primitive_capital add_building = building_urban_dwellings } } atomic_age = { capital_scope = { add_primitive_farm_or_mine = yes add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_primitive_power_plant add_building = building_primitive_capital add_building = building_urban_dwellings } } early_space_age = { capital_scope = { add_primitive_farm_or_mine = yes add_building = building_primitive_factory add_building = building_primitive_mine add_building = building_primitive_power_plant add_building = building_primitive_capital add_building = building_urban_dwellings } } } } else = { switch = { trigger = has_country_flag stone_age = { capital_scope = { add_building = building_hive_crude_huts } } bronze_age = { capital_scope = { add_building = building_hive_primitive_dwellings add_building = building_hive_stone_palace } } iron_age = { capital_scope = { add_building = building_hive_primitive_dwellings add_building = building_hive_stone_palace } } late_medieval_age = { capital_scope = { add_building = building_hive_primitive_dwellings add_building = building_hive_primitive_dwellings add_building = building_hive_stone_palace } } renaissance_age = { capital_scope = { add_building = building_hive_primitive_dwellings add_building = building_hive_primitive_dwellings add_building = building_hive_stone_palace } } steam_age = { capital_scope = { add_building = building_hive_urban_dwellings add_building = building_hive_primitive_factory add_building = building_hive_primitive_mine add_building = building_hive_stone_palace } } industrial_age = { capital_scope = { add_primitive_farm_or_mine = yes add_building = building_hive_primitive_factory add_building = building_hive_primitive_mine add_building = building_hive_primitive_power_plant add_building = building_hive_primitive_capital add_building = building_hive_urban_dwellings } } machine_age = { capital_scope = { add_primitive_farm_or_mine = yes add_building = building_hive_primitive_factory add_building = building_hive_primitive_mine add_building = building_hive_primitive_power_plant add_building = building_hive_primitive_capital add_building = building_hive_urban_dwellings add_deposit = d_collapsed_burrows add_deposit = d_failing_infrastructure } } atomic_age = { capital_scope = { add_primitive_farm_or_mine = yes add_building = building_hive_primitive_factory add_building = building_hive_primitive_mine add_building = building_hive_primitive_power_plant add_building = building_hive_primitive_capital add_building = building_hive_urban_dwellings add_deposit = d_collapsed_burrows add_deposit = d_failing_infrastructure } } early_space_age = { capital_scope = { add_primitive_farm_or_mine = yes add_building = building_hive_primitive_factory add_building = building_hive_primitive_mine add_building = building_hive_primitive_power_plant add_building = building_hive_primitive_capital add_building = building_hive_urban_dwellings add_deposit = d_collapsed_burrows add_deposit = d_failing_infrastructure } } } } } add_primitive_farm_or_mine = { if = { limit = { owner = { is_infernal_empire = yes is_hive_empire = no } } add_building = building_primitive_factory } else_if = { limit = { owner = { is_infernal_empire = yes is_hive_empire = yes } } add_building = building_hive_primitive_factory } if = { limit = { owner = { is_lithoid_empire = no is_infernal_empire = no is_hive_empire = no } } add_building = building_primitive_farm } else_if = { limit = { owner = { is_lithoid_empire = yes is_infernal_empire = no is_hive_empire = no } } add_building = building_primitive_mine } else_if = { limit = { owner = { is_lithoid_empire = no is_infernal_empire = no is_hive_empire = yes } } add_building = building_hive_primitive_farm } else_if = { limit = { owner = { is_lithoid_empire = yes is_hive_empire = yes } } add_building = building_hive_primitive_mine } } # Volcanic World pre-ftls generate_pre_ftls_on_volcanic = { optimize_memory select_pre_ftl_origin = yes create_pre_ftl_species_inf = yes create_pre_ftl_empire = yes setup_pre_ftl_planet = yes pre_ftl_clean_up_effect = yes } generate_pre_ftl_hive_on_volcanic = { optimize_memory select_pre_ftl_origin = yes create_pre_ftl_species_inf = yes create_pre_ftl_hive_empire = yes setup_pre_ftl_hive_planet = yes } create_pre_ftl_species_inf = { # Hive if = { limit = { has_planet_flag = pre_ftl_hive_mind } if = { limit = { has_planet_flag = pre_ftl_subterranean } create_species = { name = random class = INF set_pre_ftl = yes portrait = random homeworld = THIS traits = { trait = trait_hive_mind trait = trait_infernal trait = trait_cave_dweller trait = random_traits } effect = { set_habitability_trait = { trait = trait_pc_volcanic_preference } } } } else = { create_species = { name = random class = INF set_pre_ftl = yes portrait = random homeworld = THIS traits = { trait = trait_hive_mind trait = trait_infernal trait = random_traits } effect = { set_habitability_trait = { trait = trait_pc_volcanic_preference } } } } } # Regular else = { if = { limit = { has_planet_flag = pre_ftl_subterranean } create_species = { name = random class = INF set_pre_ftl = yes portrait = random homeworld = THIS traits = { trait = trait_infernal trait = trait_cave_dweller trait = random_traits } effect = { set_habitability_trait = { trait = trait_pc_volcanic_preference } } } } else = { random_list = { 99 = { create_species = { name = random class = INF set_pre_ftl = yes portrait = random homeworld = THIS traits = { trait = trait_infernal trait = random_traits } effect = { set_habitability_trait = { trait = trait_pc_volcanic_preference } } } } 1 = { modifier = { factor = 0 has_global_flag = forcefully_devolved_pre_ftl_rolled } set_global_flag = forcefully_devolved_pre_ftl_rolled create_species = { name = random class = INF set_pre_ftl = yes portrait = random homeworld = THIS traits = { trait = trait_infernal trait = random_traits trait = "trait_presapient_forcefully_devolved" } effect = { set_habitability_trait = { trait = trait_pc_volcanic_preference } } } } } } } }