@base_moon_distance = 10 ### Crisis Initializers # AI # Machine World 1 ai_system_01 = { class = "rl_standard_stars" usage = misc_system_init usage_odds = { base = 0 modifier = { add = 2000000 is_in_cluster = resource_cluster_1 } } spawn_chance = 100 max_instances = 1 flags = { AI_hub AI_system_1 } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 20 max = 30 } has_ring = no } change_orbit = 45 planet = { count = { min = 1 max = 4 } orbit_distance = 20 orbit_angle = { min = 90 max = 270 } change_orbit = @base_moon_distance moon = { count = { min = 0 max = 1 } orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } change_orbit = 20 planet = { class = pc_barren size = 20 flags = { machine_world_1 crisis_vital_planet } } planet = { count = { min = 1 max = 4 } orbit_distance = 20 orbit_angle = { min = 90 max = 270 } change_orbit = @base_moon_distance moon = { count = { min = 0 max = 1 } orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } } # Machine World 2 ai_system_02 = { class = "rl_standard_stars" usage = misc_system_init usage_odds = { base = 0 modifier = { add = 2000000 is_in_cluster = resource_cluster_2 } } spawn_chance = 100 max_instances = 1 flags = { AI_hub AI_system_2 } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 20 max = 30 } has_ring = no } change_orbit = 45 planet = { class = pc_molten size = 20 flags = { machine_world_2 crisis_vital_planet } } planet = { count = { min = 1 max = 7 } orbit_distance = 20 orbit_angle = { min = 90 max = 270 } change_orbit = @base_moon_distance moon = { count = { min = 0 max = 1 } orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } } # Machine World 3 ai_system_03 = { class = "rl_standard_stars" usage = misc_system_init usage_odds = { base = 0 modifier = { add = 2000000 is_in_cluster = resource_cluster_3 } } spawn_chance = 100 max_instances = 1 flags = { AI_hub AI_system_3 } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 20 max = 30 } has_ring = no } change_orbit = 45 planet = { count = { min = 1 max = 4 } orbit_distance = 20 orbit_angle = { min = 90 max = 270 } change_orbit = @base_moon_distance moon = { count = { min = 0 max = 1 } orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } change_orbit = 20 planet = { class = pc_gas_giant size = 35 flags = { machine_world_3 crisis_vital_planet } } planet = { count = { min = 1 max = 4 } orbit_distance = 20 orbit_angle = { min = 90 max = 270 } change_orbit = @base_moon_distance moon = { count = { min = 0 max = 1 } orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } } # Machine World 4 ai_system_04 = { class = "rl_standard_stars" usage = misc_system_init usage_odds = { base = 0 modifier = { add = 2000000 is_in_cluster = resource_cluster_4 } } spawn_chance = 100 max_instances = 1 flags = { AI_hub AI_system_4 } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 20 max = 30 } has_ring = no } change_orbit = 45 planet = { count = 5 orbit_distance = 20 orbit_angle = { min = 90 max = 270 } change_orbit = @base_moon_distance moon = { count = { min = 0 max = 1 } orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } change_orbit = 20 planet = { class = pc_toxic size = 20 flags = { machine_world_4 crisis_vital_planet } } planet = { count = { min = 1 max = 4 } orbit_distance = 20 orbit_angle = { min = 90 max = 270 } change_orbit = @base_moon_distance moon = { count = { min = 0 max = 1 } orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } } # Machine World Secret Lair ai_system_05 = { class = "sc_m_giant" name = "NAME_Contingency_System" flags = { AI_lair } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 20 max = 30 } has_ring = no } change_orbit = 75 planet = { class = pc_ai name = "NAME_Contingency_Lair" size = 35 flags = { machine_lair crisis_vital_planet } init_effect = { random_country = { limit = { is_country_type = ai_empire } save_event_target_as = AI_crisis } set_owner = event_target:AI_crisis } } change_orbit = 35 planet = { class = pc_barren orbit_distance = 35 orbit_angle = { min = 90 max = 270 } size = 12 } planet = { class = pc_barren_cold orbit_distance = 30 orbit_angle = { min = 90 max = 270 } size = 8 } planet = { class = pc_barren_cold orbit_distance = 45 orbit_angle = { min = 90 max = 270 } size = 10 } } cybrex_beta = { name = "NAME_Cybrex_Beta" class = "sc_g" flags = { cybrex_beta ring_world_built } planet = { class = star orbit_distance = 0 init_effect = { create_species = { name = "NAME_Cybrex" class = "ROBOT" portrait = "ai_crisis_2" immortal = yes namelist = "Cybrex" } create_country = { name = NAME_Cybrex_Empire species = last_created_species authority = auth_ancient_machine_intelligence ethos = { ethic = ethic_gestalt_consciousness } civics = { civic = civic_machine_built_to_last civic = civic_machine_warbots } type = "cybrex_empire" name_list = "Cybrex" flag = { icon= { category = "special" file = "ai_02.dds" } background= { category = "backgrounds" file = "circle.dds" } colors={ "black" "blue" "null" "null" } } } last_created_country = { save_global_event_target_as = cybrex set_country_flag = cybrex_reborn create_ship_design = { design = "NAME_Cybrex_Transport" } add_ship_design = last_created_design add_resource = { minerals = 20000 energy = 20000 influence = 1000 } set_graphical_culture = ai_02 } } } change_orbit = 45 planet = { class = "pc_cybrex" name = "NAME_Cybrex_Beta_1" orbit_angle = 30 orbit_distance = 0 deposit_blockers = none modifiers = none init_effect = { prevent_anomaly = yes set_owner = event_target:cybrex set_capital = yes create_fleet = { name = "NAME_Cybrex_Core" effect = { set_owner = event_target:cybrex create_ship = { name = random design = "NAME_Cybrex_Core" graphical_culture = "ai_01" } set_location = { target = prev distance = 10 angle = random } } } event_target:cybrex = { create_leader = { class = commander species = owner_main_species name = random skill = 5 traits = { trait = leader_trait_cybrex } } last_created_leader = { set_age = 0 } } create_fleet = { effect = { set_owner = event_target:cybrex while = { count = 40 create_ship = { name = random design = "NAME_Taciturn" graphical_culture = "ai_01" } } assign_leader = last_created_leader while = { count = 80 create_ship = { name = random design = "NAME_Reticent" graphical_culture = "ai_01" } } set_location = { target = prev distance = 45 angle = random } set_aggro_range = 500 set_fleet_stance = aggressive set_aggro_range_measure_from = self } settings = { garrison = yes } } } } planet = { class = "pc_ringworld_tech" name = "NAME_Ring_Section_B" orbit_angle = 30 orbit_distance = 0 } planet = { class = "pc_ringworld_seam" name = "NAME_Ring_Section_C" orbit_angle = 30 orbit_distance = 0 } planet = { class = "pc_cybrex" name = "NAME_Cybrex_Beta_2" orbit_angle = 30 orbit_distance = 0 deposit_blockers = none modifiers = none init_effect = { prevent_anomaly = yes set_owner = event_target:cybrex create_fleet = { name = "NAME_Cybrex_Station_1" effect = { set_owner = event_target:cybrex create_ship = { name = random design = "NAME_Cybrex_Station_1" graphical_culture = "ai_01" } set_location = { target = prev distance = 10 angle = random } } } event_target:cybrex = { create_leader = { class = commander species = owner_main_species name = random skill = 5 traits = { trait = leader_trait_cybrex } } last_created_leader = { set_age = 0 } } create_fleet = { effect = { set_owner = event_target:cybrex while = { count = 16 create_ship = { name = random design = "NAME_Taciturn" graphical_culture = "ai_01" } } assign_leader = last_created_leader while = { count = 38 create_ship = { name = random design = "NAME_Reticent" graphical_culture = "ai_01" } } set_location = { target = prev distance = 45 angle = random } set_aggro_range = 500 set_fleet_stance = aggressive set_aggro_range_measure_from = self } } } } planet = { class = "pc_ringworld_tech" name = "NAME_Ring_Section_E" orbit_angle = 30 orbit_distance = 0 } planet = { class = "pc_ringworld_seam" name = "NAME_Ring_Section_F" orbit_angle = 30 orbit_distance = 0 } planet = { class = "pc_cybrex" name = "NAME_Cybrex_Beta_3" orbit_angle = 30 orbit_distance = 0 deposit_blockers = none modifiers = none init_effect = { prevent_anomaly = yes set_owner = event_target:cybrex create_fleet = { name = "NAME_Cybrex_Station_1" effect = { set_owner = event_target:cybrex create_ship = { name = random design = "NAME_Cybrex_Station_1" graphical_culture = "ai_01" } set_location = { target = prev distance = 10 angle = random } } } event_target:cybrex = { create_leader = { class = commander species = owner_main_species name = random skill = 5 traits = { trait = leader_trait_cybrex } } last_created_leader = { set_age = 0 } } create_fleet = { effect = { set_owner = event_target:cybrex while = { count = 16 create_ship = { name = random design = "NAME_Taciturn" graphical_culture = "ai_01" } } assign_leader = last_created_leader while = { count = 38 create_ship = { name = random design = "NAME_Reticent" graphical_culture = "ai_01" } } set_location = { target = prev distance = 45 angle = random } set_aggro_range = 500 set_fleet_stance = aggressive set_aggro_range_measure_from = self } } } } planet = { class = "pc_ringworld_tech" name = "NAME_Ring_Section_H" orbit_angle = 30 orbit_distance = 0 } planet = { class = "pc_ringworld_seam" name = "NAME_Ring_Section_I" orbit_angle = 30 orbit_distance = 0 } planet = { class = "pc_cybrex" name = "NAME_Cybrex_Beta_4" orbit_angle = 30 orbit_distance = 0 deposit_blockers = none modifiers = none init_effect = { prevent_anomaly = yes set_owner = event_target:cybrex create_fleet = { name = "NAME_Cybrex_Station_1" effect = { set_owner = event_target:cybrex create_ship = { name = random design = "NAME_Cybrex_Station_1" graphical_culture = "ai_01" } set_location = { target = prev distance = 10 angle = random } } } event_target:cybrex = { create_leader = { class = commander species = owner_main_species name = random skill = 5 traits = { trait = leader_trait_cybrex } } last_created_leader = { set_age = 0 } } create_fleet = { effect = { set_owner = event_target:cybrex while = { count = 16 create_ship = { name = random design = "NAME_Taciturn" graphical_culture = "ai_01" } } assign_leader = last_created_leader while = { count = 38 create_ship = { name = random design = "NAME_Reticent" graphical_culture = "ai_01" } } set_location = { target = prev distance = 45 angle = random } set_aggro_range = 500 set_fleet_stance = aggressive set_aggro_range_measure_from = self } } } } planet = { class = "pc_ringworld_tech" name = "NAME_Ring_Section_K" orbit_angle = 30 orbit_distance = 0 } planet = { class = "pc_ringworld_seam" name = "NAME_Ring_Section_L" orbit_angle = 30 orbit_distance = 0 } init_effect = { save_global_event_target_as = cybrex_beta } } # Sentinel System sentinel_system = { class = "sc_black_hole" flags = { sentinel_system } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = 30 has_ring = no init_effect = { prevent_anomaly = yes create_species = { name = random class = random_non_machine portrait = random traits = random homeworld = this } create_country = { name = "NAME_Sentinels" type = sentinels authority = "auth_oligarchic" civics = { civic = civic_military_order } species = last_created_species ethos = { ethic = "ethic_fanatic_militarist" ethic = "ethic_egalitarian" } effect = { save_global_event_target_as = crisis_sentinels add_resource = { minerals = 5000 energy = 5000 influence = 5000 } } } every_country = { establish_communications = event_target:crisis_sentinels } create_fleet = { effect = { set_owner = event_target:crisis_sentinels create_ship = { name = "NAME_Sentinel_Alpha" design = "NAME_Vigil" } set_location = { target = PREV distance = 40 angle = 210 } save_global_event_target_as = sentinel_alpha event_target:crisis_sentinels = { set_custom_capital_location = prev } } } last_created_country = { create_leader = { class = commander species = owner_main_species name = random skill = 5 traits = { 0 = leader_trait_sentinel } } } create_fleet = { name = "NAME_Sentinel_Defense_Fleet" effect = { set_owner = event_target:crisis_sentinels create_ship = { name = random design = NAME_Alpha graphical_culture = "fallen_empire_01" } assign_leader = last_created_leader while = { count = 16 create_ship = { name = random design = NAME_Gamma graphical_culture = "fallen_empire_01" } } while = { count = 2 create_ship = { name = random design = NAME_Spearhead graphical_culture = "arthropoid_01" } } while = { count = 2 create_ship = { name = random design = NAME_Spearhead graphical_culture = "mammalian_01" } } while = { count = 2 create_ship = { name = random design = NAME_Spearhead graphical_culture = "avian_01" } } while = { count = 2 create_ship = { name = random design = NAME_Spearhead graphical_culture = "molluscoid_01" } } while = { count = 3 create_ship = { name = random design = NAME_Deaths_Head graphical_culture = "molluscoid_01" } } while = { count = 3 create_ship = { name = random design = NAME_Deaths_Head graphical_culture = "arthropoid_01" } } while = { count = 3 create_ship = { name = random design = NAME_Deaths_Head graphical_culture = "mammalian_01" } } while = { count = 3 create_ship = { name = random design = NAME_Deaths_Head graphical_culture = "avian_01" } } while = { count = 3 create_ship = { name = random design = NAME_Beta graphical_culture = "fallen_empire_01" } } while = { count = 6 create_ship = { name = random design = NAME_Bug_Crusher graphical_culture = "mammalian_01" } } while = { count = 6 create_ship = { name = random design = NAME_Bug_Crusher graphical_culture = "reptilian_01" } } while = { count = 8 create_ship = { name = random design = NAME_Blade graphical_culture = "reptilian_01" } } while = { count = 8 create_ship = { name = random design = NAME_Blade graphical_culture = "avian_01" } } while = { count = 8 create_ship = { name = random design = NAME_Blade graphical_culture = "arthropoid_01" } } set_location = { target = PREV distance = 50 angle = 220 } set_formation_scale = 2 set_fleet_stance = aggressive set_aggro_range = 500 set_aggro_range_measure_from = return_point } settings = { garrison = yes } } create_fleet = { effect = { set_owner = event_target:crisis_sentinels create_ship = { name = "NAME_Early_Warning_X_34" design = "NAME_Sentry" } set_location = { target = PREV distance = 120 angle = 0 } } } create_fleet = { effect = { set_owner = event_target:crisis_sentinels create_ship = { name = "NAME_Early_Warning_X_35" design = "NAME_Sentry" } set_location = { target = PREV distance = 120 angle = 70 } } } create_fleet = { effect = { set_owner = event_target:crisis_sentinels create_ship = { name = "NAME_Early_Warning_X_36" design = "NAME_Sentry" } set_location = { target = PREV distance = 120 angle = 140 } } } create_fleet = { effect = { set_owner = event_target:crisis_sentinels create_ship = { name = "NAME_Early_Warning_X_37" design = "NAME_Sentry" } set_location = { target = PREV distance = 120 angle = 210 } } } create_fleet = { effect = { set_owner = event_target:crisis_sentinels create_ship = { name = "NAME_Early_Warning_X_38" design = "NAME_Sentry" } set_location = { target = PREV distance = 120 angle = 280 } } } } } planet = { class = "pc_broken" orbit_distance = 200 orbit_angle = 45 size = 16 has_ring = no init_effect = { prevent_anomaly = yes create_fleet = { effect = { set_owner = event_target:crisis_sentinels create_ship = { name = "NAME_Refugee_Site_Alpha" design = "NAME_PR_417" graphical_culture = "pirate_01" } set_location = { target = PREV distance = 5 angle = random } } } create_fleet = { name = "NAME_Refugee_Fleet" effect = { set_owner = event_target:crisis_sentinels while = { count = 6 create_ship = { name = random design = "NAME_C1" } } while = { count = 6 create_ship = { name = random design = "NAME_C2" } } while = { count = 2 create_ship = { name = random design = "NAME_Splendor" } } set_formation_scale = 2 set_location = { target = PREV distance = 10 angle = random } } settings = { garrison = yes } } } } planet = { class = "pc_broken" orbit_distance = 40 orbit_angle = 85 size = 28 has_ring = no init_effect = { prevent_anomaly = yes create_fleet = { effect = { set_owner = event_target:crisis_sentinels create_ship = { name = "NAME_Refugee_Site_Beta" design = "NAME_PR_417" graphical_culture = "pirate_01" } set_location = { target = PREV distance = 5 angle = random } } } create_fleet = { name = "NAME_Refugee_Fleet" effect = { set_owner = event_target:crisis_sentinels create_ship = { name = "NAME_Gray_Moon" design = "NAME_C1" effect = { set_disabled = yes } } create_ship = { name = "NAME_Princess_Kolos" design = "NAME_C1" effect = { set_disabled = yes } } create_ship = { name = "NAME_Kobyar_Miru" design = "NAME_C2" effect = { set_disabled = yes } } create_ship = { name = "NAME_Deep_Eyes" design = "NAME_C2" effect = { set_disabled = yes } } create_ship = { name = "NAME_Stellar_Queen" design = "NAME_C2" effect = { set_disabled = yes } } set_formation_scale = 2 set_location = { target = PREV distance = 10 angle = random } } settings = { garrison = yes } } } } planet = { class = "pc_broken" orbit_distance = 35 orbit_angle = 135 size = 21 has_ring = no init_effect = { prevent_anomaly = yes } } planet = { class = "pc_broken" orbit_distance = 80 orbit_angle = 96 size = 11 has_ring = no init_effect = { prevent_anomaly = yes } } init_effect = { save_global_event_target_as = sentinel_system create_starbase = { size = "starbase_citadel" owner = event_target:crisis_sentinels module = "shipyard" module = "shipyard" module = "gun_battery" module = "gun_battery" module = "missile_battery" module = "missile_battery" } } }