situation_shroud_forged = { picture = GFX_evt_shroud_forged_zrobot complete_icon_frame = GFX_situation_outcome_frame_blue complete_icon = GFX_situation_outcome_unknown fail_icon_frame = GFX_situation_outcome_frame_red fail_icon = GFX_situation_outcome_negative category = neutral progress_direction = bidirectional initial_progress = 1500 abort_trigger = { OR = { NOT = { exists = owner } owner = { NOT = { has_origin = origin_shroud_forged } } } } stages = { stage_shroud_forged_oppressed = { icon = GFX_situation_stage_3 icon_background = GFX_situation_stage_frame_red end = 600 on_first_enter = { owner = { country_event = { id = shroud_forged.280 } } } custom_tooltip = stage_shroud_forged_oppressed_tooltip modifier = { stage_shroud_forged_oppressed_modifier = 1 } } stage_shroud_forged_control = { icon = GFX_situation_stage_2 icon_background = GFX_situation_stage_frame_red end = 1200 on_first_enter = { owner = { country_event = { id = shroud_forged.270 } } } custom_tooltip = stage_shroud_forged_control_tooltip modifier = { stage_shroud_forged_control_modifier = 1 } } stage_shroud_forged_balanced = { icon = GFX_situation_stage_1 icon_background = GFX_situation_stage_frame_green end = @ShroudForgedAcceptanceThreshold custom_tooltip = stage_shroud_forged_balanced_tooltip } stage_shroud_forged_unrestricted = { icon = GFX_situation_stage_2 icon_background = GFX_situation_stage_frame_blue end = 2400 on_first_enter = { owner = { country_event = { id = shroud_forged.250 } } } custom_tooltip = stage_shroud_forged_unrestricted_tooltip modifier = { stage_shroud_forged_unrestricted_modifier = 1 } } stage_shroud_forged_free = { icon = GFX_situation_stage_3 icon_background = GFX_situation_stage_frame_blue end = 3000 on_first_enter = { owner = { country_event = { id = shroud_forged.260 } } } custom_tooltip = stage_shroud_forged_free_tooltip modifier = { stage_shroud_forged_free_modifier = 1 } } } approach = { name = approach_shroud_forged_suppress icon = GFX_situation_approach_fist icon_background = GFX_situation_approach_bg_red allow = { # Check for cooldowns from other approaches situation_shroud_forged_approach_cooldown_trigger = { APPROACH = support } situation_shroud_forged_approach_cooldown_trigger = { APPROACH = appease } } on_select = { # Cooldown situation_shroud_forged_approach_cooldown_effect = { APPROACH = suppress } # Inform about monthly progress custom_tooltip = approach_shroud_forged_suppress_tooltip } modifier = { approach_shroud_forged_suppress_modifier = 1 } resources = { category = situations cost = { unity = 100 } upkeep = { sr_zro = 3 } } } approach = { name = approach_shroud_forged_appease icon = GFX_situation_approach_amenities icon_background = GFX_situation_approach_bg_yellow default = yes allow = { if = { limit = { current_stage = stage_shroud_forged_free } NOT = { current_stage = stage_shroud_forged_free } } situation_shroud_forged_approach_cooldown_trigger = { APPROACH = suppress } situation_shroud_forged_approach_cooldown_trigger = { APPROACH = support } } on_select = { # Cooldown situation_shroud_forged_approach_cooldown_effect = { APPROACH = appease } # Monthly Progress custom_tooltip = approach_shroud_forged_appease_tooltip } resources = { category = situations cost = { unity = 100 } } } approach = { name = approach_shroud_forged_support icon = GFX_situation_approach_unity icon_background = GFX_situation_approach_bg_green allow = { situation_shroud_forged_approach_cooldown_trigger = { APPROACH = suppress } situation_shroud_forged_approach_cooldown_trigger = { APPROACH = appease } } on_select = { # Cooldown situation_shroud_forged_approach_cooldown_effect = { APPROACH = support } # Inform about monthly progress custom_tooltip = approach_shroud_forged_support_tooltip } modifier = { approach_shroud_forged_support_modifier = 1 } resources = { category = situations cost = { unity = 100 } upkeep = { sr_zro = 3 } } } on_start = { set_timed_situation_flag = { flag = shroud_forged_random_cooldown years = 1 } save_event_target_as = shroud_forged_situation target = { country_event = { id = shroud_forged.10 days = 2 random = 5 } } } on_monthly = { events = { shroud_forged.100 shroud_forged.150 } } on_fail = { custom_tooltip = finish_shroud_forged_control hidden_effect = { save_event_target_as = shroud_forged_situation target = { set_country_flag = finish_shroud_forged_control_flag every_owned_pop_group = { limit = { has_trait = trait_shroud_forged } change_species = owner_main_species } every_owned_planet = { planet_event = { id = shroud_forged.200 } } capital_scope.solar_system = { every_system_ambient_object = { limit = { is_ambient_object_type = shroud_rift_object } destroy_ambient_object = this } } country_event = { id = shroud_forged.50 } } destroy_situation = this } } on_progress_complete = { custom_tooltip = finish_shroud_forged_liberation target = { hidden_effect = { add_tech_option_or_research_effect = { TECH = tech_psionic_theory PROGRESS = 0.5 CATEGORY = society_research } random_owned_species = { limit = { has_trait = trait_shroud_forged } save_event_target_as = shroud_forged_species } change_dominant_species = { species = event_target:shroud_forged_species } } } hidden_effect = { save_event_target_as = shroud_forged_situation target = { set_country_flag = finish_shroud_forged_liberation_flag country_event = { id = shroud_forged.70 } every_owned_species = { limit = { has_trait = trait_shroud_forged } set_population_controls = { country = root.target type = population_control_no cooldown = no } set_colonization_controls = { country = root.target type = colonization_control_no cooldown = no } set_military_service_type = { country = root.target type = military_service_full cooldown = no } } every_owned_species = { limit = { NOT = { has_trait = trait_shroud_forged } } set_population_controls = { country = root.target type = population_control_yes cooldown = no } } country_event = { id = shroud_forged.300 days = 360 random = 1800 } } destroy_situation = this } } monthly_progress = { base = 0 ### Passive Modifiers ### # Pop Modifiers modifier = { # Machine Pops add = owner.value:situation_shroud_forged_machine_pops_modifier desc = progress_shroud_forged_machine_pops target = { any_owned_pop_group = { has_trait = trait_machine_unit } } } modifier = { # Mechanical Pops add = owner.value:situation_shroud_forged_mechanical_pops_modifier desc = progress_shroud_forged_mechanical_pops target = { any_owned_pop_group = { has_trait = trait_shroud_forged } } } # Planets modifier = { # With Shroud deposits add = owner.value:situation_shroud_forged_shroud_planets_modifier desc = progress_shroud_forged_shroud_planets target = { any_owned_planet = { has_deposit = d_shroud_rift_deposit } } } modifier = { # Without Shroud deposits add = owner.value:situation_shroud_forged_regular_planets_modifier desc = progress_shroud_forged_regular_planets target = { any_owned_planet = { NOT = { has_deposit = d_shroud_rift_deposit } } } } # Shroud Observatory Tower modifier = { add = owner.value:situation_shroud_forged_shroud_buildings_modifier desc = progress_shroud_forged_shroud_buildings target = { any_owned_planet = { OR = { has_active_building = building_shroud_observatory_1 has_active_building = building_shroud_observatory_2 has_active_building = building_shroud_observatory_3 } } } } ### Stage Events # Unrestricted modifier = { add = @ShroudForgedPositive2 desc = progress_shroud_forged_250_desc has_situation_flag = shroud_forged_250_flag } # Controlled modifier = { add = @ShroudForgedNegative2 desc = progress_shroud_forged_270_negative_desc has_situation_flag = shroud_forged_270_flag_negative } modifier = { add = @ShroudForgedPositive2 desc = progress_shroud_forged_270_positive_desc has_situation_flag = shroud_forged_270_flag_positive } ### Random Events ### # Housing and Storage modifier = { add = @ShroudForgedPositive1 desc = progress_shroud_forged_500_positive_desc has_situation_flag = shroud_forged_500_positive } modifier = { add = @ShroudForgedNegative1 desc = progress_shroud_forged_500_negative_desc has_situation_flag = shroud_forged_500_negative } # Remembrance modifier = { add = @ShroudForgedNegative2 desc = shroud_forged_510_negative_2_desc has_situation_flag = shroud_forged_510_negative_2 } modifier = { add = @ShroudForgedNegative1 desc = shroud_forged_510_negative_1_desc has_situation_flag = shroud_forged_510_negative_1 } modifier = { add = @ShroudForgedPositive1 desc = shroud_forged_510_positive_1_desc has_situation_flag = shroud_forged_510_positive_1 } modifier = { add = @ShroudForgedPositive2 desc = shroud_forged_510_positive_2_desc has_situation_flag = shroud_forged_510_positive_2 } # Troubling Elements modifier = { add = @ShroudForgedNegative2 desc = shroud_forged_520_negative_2_desc has_situation_flag = shroud_forged_520_negative_2 } modifier = { add = @ShroudForgedNegative1 desc = shroud_forged_520_negative_1_desc has_situation_flag = shroud_forged_520_negative_1 } modifier = { add = @ShroudForgedPositive1 desc = shroud_forged_520_positive_1_desc has_situation_flag = shroud_forged_520_positive_1 } # Controlling the Situation modifier = { add = @ShroudForgedNegative2 desc = shroud_forged_530_negative_2_desc has_situation_flag = shroud_forged_530_negative_2 } # Shroud Pilgrimage modifier = { add = @ShroudForgedPositive2 desc = shroud_forged_540_positive_2_desc has_situation_flag = shroud_forged_540_positive_2 } # Shroud Memories modifier = { add = @ShroudForgedPositive1 desc = shroud_forged_550_positive_1_desc has_situation_flag = shroud_forged_550_positive_1 } modifier = { add = @ShroudForgedNegative1 desc = shroud_forged_550_negative_1_desc has_situation_flag = shroud_forged_550_negative_1 } # Prophet of the Shroud modifier = { add = @ShroudForgedPositive1 desc = shroud_forged_560_positive_2_desc has_situation_flag = shroud_forged_560_positive_2 } modifier = { add = @ShroudForgedNegative1 desc = shroud_forged_560_negative_2_desc has_situation_flag = shroud_forged_560_negative_2 } # Vibrations and Sounds modifier = { add = @ShroudForgedNegative1 desc = shroud_forged_570_negative_1_desc has_situation_flag = shroud_forged_570_negative_1 } modifier = { add = @ShroudForgedPositive1 desc = shroud_forged_570_positive_1_desc has_situation_flag = shroud_forged_570_positive_1 } # Shroud Flora modifier = { add = @ShroudForgedPositive1 desc = shroud_forged_580_positive_1_desc has_situation_flag = shroud_forged_580_positive_1 } # Rights and Privileges modifier = { add = @ShroudForgedNegative1 desc = shroud_forged_590_negative_1_desc has_situation_flag = shroud_forged_590_negative_1 } modifier = { add = @ShroudForgedPositive1 desc = shroud_forged_590_positive_1_desc has_situation_flag = shroud_forged_590_positive_1 } # Individual Minds modifier = { add = @ShroudForgedPositive1 desc = shroud_forged_600_positive_2_desc has_situation_flag = shroud_forged_600_positive_2 } modifier = { add = @ShroudForgedNegative1 desc = shroud_forged_600_negative_2_desc has_situation_flag = shroud_forged_600_negative_2 } # Individualistic Tendrils modifier = { add = @ShroudForgedPositive1 desc = shroud_forged_610_positive_1_desc has_situation_flag = shroud_forged_610_positive_1 } modifier = { add = @ShroudForgedNegative1 desc = shroud_forged_610_negative_1_desc has_situation_flag = shroud_forged_610_negative_1 } # The Zro Market modifier = { add = @ShroudForgedNegative2 desc = shroud_forged_620_negative_2_desc has_situation_flag = shroud_forged_620_negative_2 } modifier = { add = @ShroudForgedNegative1 desc = shroud_forged_620_negative_1_desc has_situation_flag = shroud_forged_620_negative_1 } modifier = { add = @ShroudForgedPositive1 desc = shroud_forged_620_positive_1_desc has_situation_flag = shroud_forged_620_positive_1 } # Shroud Malady modifier = { add = @ShroudForgedPositive2 desc = shroud_forged_630_positive_2_desc has_situation_flag = shroud_forged_630_positive_2 } modifier = { add = @ShroudForgedNegative1 desc = shroud_forged_630_negative_1_desc has_situation_flag = shroud_forged_630_negative_1 } # Warped and Reshaped modifier = { add = @ShroudForgedPositive1 desc = shroud_forged_640_positive_1_desc has_situation_flag = shroud_forged_640_positive_1 } # New Technology, Old Drones modifier = { add = @ShroudForgedPositive1 desc = shroud_forged_650_positive_1_desc has_situation_flag = shroud_forged_650_positive_1 } modifier = { add = @ShroudForgedNegative1 desc = shroud_forged_650_negative_1_desc has_situation_flag = shroud_forged_650_negative_1 } # Zro Hallucinations modifier = { add = @ShroudForgedPositive1 desc = shroud_forged_660_positive_2_desc has_situation_flag = shroud_forged_660_positive_2 } modifier = { add = @ShroudForgedNegative1 desc = shroud_forged_660_negative_1_desc has_situation_flag = shroud_forged_660_negative_1 } # An Eye for Beauty modifier = { add = @ShroudForgedPositive1 desc = shroud_forged_670_positive_1_desc has_situation_flag = shroud_forged_670_positive_1 } modifier = { add = @ShroudForgedNegative1 desc = shroud_forged_670_negative_1_desc has_situation_flag = shroud_forged_670_negative_1 } # Unnecessary Needs modifier = { add = @ShroudForgedPositive1 desc = shroud_forged_680_positive_1_desc has_situation_flag = shroud_forged_680_positive_1 } # Obsessive Shroud-Forged modifier = { add = @ShroudForgedPositive1 desc = shroud_forged_690_positive_1_desc has_situation_flag = shroud_forged_690_positive_1 } modifier = { add = @ShroudForgedNegative1 desc = shroud_forged_690_negative_1_desc has_situation_flag = shroud_forged_690_negative_1 } ### Approaches ### # Suppressing Approach modifier = { add = @situation_suppress_progress desc = progress_shroud_forged_suppress current_situation_approach = approach_shroud_forged_suppress } # Appease Approach modifier = { factor = 0.5 desc = progress_shroud_forged_appease_halved current_situation_approach = approach_shroud_forged_appease } # Supporting Approach modifier = { add = @situation_support_progress desc = progress_shroud_forged_support current_situation_approach = approach_shroud_forged_support } } }