# Game will first pick an initializer using usage_odds, but only use it if it passes the spawn_chance check # Even if it fails the spawn_chance check it will still count towards the initializer's max_instances ############### # ENCLAVES ############### # NB: Mercenary Enclave is spawned by event, rather than a solar system initializer # SALVAGER ENCLAVE #Primary system salvager_enclave_init_01 = { class = "rl_standard_stars" usage = misc_system_init usage_odds = { base = 0 modifier = { has_overlord_dlc = yes add = @spawn_system_extreme } modifier = { factor = 0 is_fe_cluster = yes } modifier = { factor = 0 has_star_flag = empire_cluster } } max_instances = 1 spawn_chance = 100 #Guaranteed, assuming usage_odds passes flags = { salvager_enclave_system enclave } asteroid_belt = { type = rocky_asteroid_belt radius = 85 } asteroid_belt = { type = rocky_asteroid_belt radius = 195 } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 20 max = 30 } has_ring = no init_effect = { prevent_anomaly = yes } } change_orbit = 50 planet = { count = 1 class = pc_barren size = 16 orbit_angle = 270 init_effect = { prevent_anomaly = yes } } change_orbit = 40 planet = { count = 1 class = rl_unhabitable_planets orbit_angle = 80 size = 20 init_effect = { prevent_anomaly = yes set_planet_flag = salvager_enclave_planet clear_deposits = yes add_deposit = d_minerals_4 if = { limit = { NOT = { exists = event_target:salvager_enclave_country } } save_global_event_target_as = salvager_enclave_planet create_species = { homeworld = this name = random class = SALVAGER namelist = MAM4 portrait = random traits = { ideal_planet_class = pc_habitat trait = random_traits } } last_created_species = { save_event_target_as = salvager_enclave_species } create_salvager_enclave_country = yes solar_system = { save_global_event_target_as = salvager_enclave_system } } } } change_orbit = 35 planet = { count = 2 class = pc_asteroid orbit_angle = { min = 90 max = 270 } init_effect = { clear_deposits = yes add_deposit = d_alloys_1 create_ambient_object = { type = small_debris_object } } } init_effect = { if = { limit = { is_inside_nebula = no } create_nebula = { radius = 25 effect = { set_star_flag = salvager_nebula nebula_cloaking_effect = yes } } } } } #Prolog system salvager_enclave_init_02 = { class = "rl_standard_stars" usage = misc_system_init usage_odds = { base = 0 modifier = { has_overlord_dlc = yes add = @spawn_system_extreme } #Should ideally be near the primary system modifier = { has_overlord_dlc = yes any_neighbor_system = { has_star_flag = salvager_enclave_system } add = 50 } modifier = { factor = 0 is_fe_cluster = yes } modifier = { factor = 0 has_star_flag = empire_cluster } } max_instances = 1 scaled_spawn_chance = 16 # scales by galaxy size (1000 stars = 10x base) flags = { salvager_enclave_system enclave } asteroid_belt = { type = rocky_asteroid_belt radius = 125 } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 25 max = 35 } has_ring = no init_effect = { prevent_anomaly = yes } } change_orbit = 45 planet = { count = 1 class = rl_unhabitable_planets size = 14 orbit_angle = { min = 110 max = 160} } change_orbit = 20 planet = { count = 3 class = pc_asteroid orbit_angle = { min = 90 max = 270 } } change_orbit = 15 planet = { count = 1 class = pc_barren orbit_angle = 80 size = 20 init_effect = { prevent_anomaly = yes set_planet_flag = salvager_enclave_planet clear_deposits = yes add_deposit = d_minerals_4 if = { limit = { NOT = { exists = event_target:salvager_enclave_country } } save_global_event_target_as = salvager_enclave_planet create_species = { homeworld = this name = random class = SALVAGER namelist = MAM1 portrait = random traits = { ideal_planet_class = pc_habitat trait = random_traits } } last_created_species = { save_event_target_as = salvager_enclave_species } create_salvager_enclave_country = yes solar_system = { save_global_event_target_as = salvager_enclave_system } } } } change_orbit = 90 planet = { count = 1 class = pc_gas_giant size = 25 orbit_angle = { min = 110 max = 160 } has_ring = yes moon = { count = 2 class = rl_unhabitable_planets orbit_distance = { min = 20 max = 28 } orbit_angle = 44 size = { min = 6 max = 9 } } moon = { class = pc_nuked orbit_distance = 28 orbit_angle = 30 size = 14 init_effect = { create_ambient_object = { type = enclave_salvager_starbase_ruined entity_offset = { min = 30 max = 50 } entity_offset_height = { min = -10 max = -30 } location = this } } } } init_effect = { } } # Salvager Enclave 3 salvager_enclave_init_03 = { class = "sc_black_hole" usage = misc_system_init usage_odds = { base = 0 modifier = { has_overlord_dlc = yes add = @spawn_system_extreme } #Should ideally be near the primary system modifier = { has_overlord_dlc = yes any_neighbor_system = { has_star_flag = salvager_enclave_system } add = 50 } modifier = { factor = 0 is_fe_cluster = yes } modifier = { factor = 0 has_star_flag = empire_cluster } } max_instances = 1 scaled_spawn_chance = 12 # scales by galaxy size (1000 stars = 10x base) flags = { salvager_enclave_system enclave } planet = { class = star orbit_distance = 0 orbit_angle = 1 size = { min = 25 max = 35 } has_ring = no init_effect = { prevent_anomaly = yes create_ambient_object = { type = ruined_quantum_catapult_object location = prev use_3d_location = yes entity_offset_height = -12 } create_ambient_object = { type = "large_debris_object" location = this } last_created_ambient_object = { set_location = { target = prev distance = 35 angle = 20 } } create_ambient_object = { type = "large_debris_object" location = this } last_created_ambient_object = { set_location = { target = prev distance = 35 angle = 95 } } create_ambient_object = { type = "large_debris_object" location = this } last_created_ambient_object = { set_location = { target = prev distance = 35 angle = 205 } } } } asteroid_belt = { type = rocky_asteroid_belt radius = 55 } asteroid_belt = { type = rocky_asteroid_belt radius = 155 } change_orbit = 65 planet = { class = pc_broken size = 14 init_effect = { prevent_anomaly = yes set_planet_flag = salvager_enclave_planet clear_deposits = yes if = { limit = { NOT = { exists = event_target:salvager_enclave_country } } save_global_event_target_as = salvager_enclave_planet create_species = { homeworld = this name = random class = SALVAGER namelist = MAM1 portrait = random traits = { ideal_planet_class = pc_habitat trait = random_traits } } last_created_species = { save_event_target_as = salvager_enclave_species } create_salvager_enclave_country = yes solar_system = { save_global_event_target_as = salvager_enclave_system } } } } change_orbit = 35 planet = { count = 3 class = pc_asteroid orbit_angle = { min = 90 max = 270 } init_effect = { prevent_anomaly = yes } } change_orbit = 35 planet = { class = pc_broken size = 14 init_effect = { prevent_anomaly = yes create_ambient_object = { type = "large_debris_object" location = this } last_created_ambient_object = { set_location = { target = prev distance = 35 angle = 20 } } create_ambient_object = { type = "medium_debris_01_object" location = this } last_created_ambient_object = { set_location = { target = prev distance = 35 angle = 120 } } } } change_orbit = 15 planet = { class = pc_broken size = 14 init_effect = { prevent_anomaly = yes create_ambient_object = { type = enclave_salvager_starbase_ruined entity_offset = { min = 30 max = 50 } entity_offset_height = { min = -10 max = -30 } location = this } } } } # SHROUDWALKER ENCLAVE 1 shroudwalker_enclave_init_01 = { class = "rl_standard_stars" usage = misc_system_init usage_odds = { base = 0 modifier = { potential_shroudwalker_enclave = yes add = @spawn_system_enclave } modifier = { factor = 0 is_fe_cluster = yes } modifier = { factor = 0 has_star_flag = empire_cluster } } max_instances = 1 spawn_chance = 100 #Guaranteed, assuming usage_odds passes flags = { shroudwalker_enclave_system enclave } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 20 max = 30 } has_ring = no init_effect = { prevent_anomaly = yes clear_deposits = yes create_ambient_object = { type = "nebula_L10_entity" location = this } last_created_ambient_object = { set_location = { target = prev distance = 0 angle = random } } } } change_orbit = 45 planet = { count = 1 orbit_distance = 100 class = pc_shrouded orbit_angle = { min = 90 max = 270 } size = 25 has_ring = yes init_effect = { set_planet_flag = shroudwalker_enclave_planet save_event_target_as = shroudwalker_enclave_planet clear_deposits = yes prevent_anomaly = yes if = { limit = { NOT = { exists = event_target:shroudwalker_enclave_country } } create_species = { homeworld = this name = random class = SHROUDWALKER namelist = NECROID1 portrait = random traits = { ideal_planet_class = pc_habitat trait = trait_psionic trait = random_traits } } last_created_species = { save_event_target_as = shroudwalker_enclave_species } create_shroudwalker_enclave_country = yes solar_system = { save_global_event_target_as = shroudwalker_enclave_system } } else = { event_target:shroudwalker_enclave_country = { create_shroudwalker_enclave_starbase = yes } } add_deposit = d_zro_deposit_5 } } init_effect = { if = { limit = { exists = event_target:shroudwalker_enclave_country } spawn_natural_wormhole = { bypass_type = shroud_tunnel random_pos = no orbit_angle = 360 orbit_distance = 15 } set_star_flag = shroud_tunnel_nexus save_global_event_target_as = shroud_tunnel_nexus } } } #SHROUDWALKER ENCLAVE 2 shroudwalker_enclave_init_02 = { class = "rl_standard_stars" usage = misc_system_init usage_odds = { base = 0 modifier = { potential_shroudwalker_enclave = yes add = @spawn_system_extreme } modifier = { factor = 0 is_fe_cluster = yes } modifier = { factor = 0 has_star_flag = empire_cluster } } max_instances = 1 scaled_spawn_chance = 16 # scales by galaxy size (1000 stars = 10x base) flags = { shroudwalker_enclave_system enclave } asteroid_belt = { type = crystal_asteroid_belt radius = 125 } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 10 max = 20 } has_ring = no } change_orbit = 30 planet = { count = 1 orbit_distance = 50 class = pc_shrouded orbit_angle = { min = 90 max = 270 } size = 30 has_ring = no init_effect = { set_planet_flag = shroudwalker_enclave_planet save_event_target_as = shroudwalker_enclave_planet clear_deposits = yes prevent_anomaly = yes create_ambient_object = { type = "nebula_L8_entity" location = this } last_created_ambient_object = { set_location = { target = prev distance = 0 angle = random } } if = { limit = { NOT = { exists = event_target:shroudwalker_enclave_country } } create_species = { homeworld = this name = random class = SHROUDWALKER namelist = LITHOID1 portrait = random traits = { ideal_planet_class = pc_habitat trait = trait_psionic trait = random_traits } } last_created_species = { save_event_target_as = shroudwalker_enclave_species } create_shroudwalker_enclave_country = yes solar_system = { save_global_event_target_as = shroudwalker_enclave_system set_star_flag = shroudwalker_enclave_system } } else = { event_target:shroudwalker_enclave_country = { create_shroudwalker_enclave_starbase = yes } } add_deposit = d_zro_deposit_5 } } init_effect = { if = { limit = { exists = event_target:shroudwalker_enclave_country NOT = { any_system = { OR = { has_star_flag = shroudwalker_enclave_system has_star_flag = shroud_tunnel_nexus } } } } spawn_natural_wormhole = { bypass_type = shroud_tunnel random_pos = no orbit_angle = 360 orbit_distance = 15 } set_star_flag = shroud_tunnel_nexus save_global_event_target_as = shroud_tunnel_nexus } } } #SHROUDWALKER ENCLAVE 3 shroudwalker_enclave_init_03 = { class = "sc_a" usage = misc_system_init usage_odds = { base = 0 modifier = { potential_shroudwalker_enclave = yes add = @spawn_system_extreme } modifier = { factor = 0 is_fe_cluster = yes } modifier = { factor = 0 has_star_flag = empire_cluster } } max_instances = 1 scaled_spawn_chance = 12 # scales by galaxy size (1000 stars = 10x base) flags = { shroudwalker_enclave_system enclave } asteroid_belt = { type = crystal_asteroid_belt radius = 30 } asteroid_belt = { type = crystal_asteroid_belt radius = 80 } asteroid_belt = { type = crystal_asteroid_belt radius = 155 } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 10 max = 20 } has_ring = no } change_orbit = 70 planet = { count = 5 class = pc_rare_crystal_asteroid size = 3 orbit_distance = { min = 1 max = 4 } orbit_angle = { min = 10 max = 170 } } change_orbit = 20 planet = { class = pc_shrouded orbit_angle = { min = 90 max = 270 } size = 30 has_ring = no init_effect = { set_planet_flag = shroudwalker_enclave_planet save_event_target_as = shroudwalker_enclave_planet clear_deposits = yes prevent_anomaly = yes create_ambient_object = { type = "nebula_L8_entity" location = this } last_created_ambient_object = { set_location = { target = prev distance = 0 angle = random } } if = { limit = { NOT = { exists = event_target:shroudwalker_enclave_country } } create_species = { homeworld = this name = random class = SHROUDWALKER namelist = LITHOID1 portrait = random traits = { ideal_planet_class = pc_habitat trait = trait_psionic trait = random_traits } } last_created_species = { save_event_target_as = shroudwalker_enclave_species } create_shroudwalker_enclave_country = yes solar_system = { save_global_event_target_as = shroudwalker_enclave_system set_star_flag = shroudwalker_enclave_system } } else = { event_target:shroudwalker_enclave_country = { create_shroudwalker_enclave_starbase = yes } } add_deposit = d_zro_deposit_5 } } init_effect = { if = { limit = { exists = event_target:shroudwalker_enclave_country NOT = { any_system = { OR = { has_star_flag = shroudwalker_enclave_system has_star_flag = shroud_tunnel_nexus } } } } spawn_natural_wormhole = { bypass_type = shroud_tunnel random_pos = no orbit_angle = 360 orbit_distance = 15 } set_star_flag = shroud_tunnel_nexus save_global_event_target_as = shroud_tunnel_nexus } event_target:shroudwalker_enclave_country = { create_fleet = { name = "NAME_Psionic_Avatar" settings = { can_upgrade = no can_change_composition = no can_change_leader = no uses_naval_capacity = no spawn_debris = no is_boss = yes } effect = { set_owner = PREV set_fleet_flag = avatar_fleet create_ship = { name = "NAME_Avatar" design = "NAME_Shroud_Avatar" prefix = no upgradable = no } set_location = last_created_ambient_object } } last_created_fleet = { clear_fleet_actions = this queue_actions = { repeat = { #repeating it creates a visual effect of swooping around the planet find_random_planet = { found_planet = { move_to = this orbit_planet = THIS } } wait = { duration = 15 } } } } } } } #Broken Shroudwalker System broken_shroudwalker_init_01 = { class = "sc_trinary_2" usage = misc_system_init usage_odds = { base = 0 modifier = { potential_shroudwalker_enclave = yes add = @spawn_system_extreme } modifier = { factor = 0 is_fe_cluster = yes } modifier = { factor = 0 has_star_flag = empire_cluster } } max_instances = 1 spawn_chance = 33 flags = { broken_shroudwalker_enclave } planet = { name = "NAME_Mesembria" class = star orbit_distance = 0 orbit_angle = 0 size = 25 has_ring = no init_effect = { clear_deposits = yes prevent_anomaly = yes create_ambient_object = { type = "nebula_L8_entity" location = this } last_created_ambient_object = { set_location = { target = prev distance = 0 angle = random } } } change_orbit = 20 planet = { count = 6 class = pc_rare_crystal_asteroid orbit_distance = 5 init_effect = { clear_deposits = yes prevent_anomaly = yes } } } asteroid_belt = { type = crystal_asteroid_belt radius = 20 } asteroid_belt = { type = crystal_asteroid_belt radius = 30 } asteroid_belt = { type = crystal_asteroid_belt radius = 40 } asteroid_belt = { type = crystal_asteroid_belt radius = 50 } asteroid_belt = { type = crystal_asteroid_belt radius = 65 } planet = { name = "NAME_Auge" count = 1 class = star orbit_distance = 120 orbit_angle = 25 size = 15 has_ring = no planet = { name = "NAME_Anatole" orbit_angle = 205 class = pc_shrouded orbit_distance = 25 size = 8 init_effect = { clear_deposits = yes prevent_anomaly = yes add_deposit = d_zro_deposit_2 } } planet = { name = "NAME_Mousika" orbit_angle = 55 class = pc_shrouded orbit_distance = 15 size = 15 init_effect = { clear_deposits = yes prevent_anomaly = yes add_deposit = d_zro_deposit_2 create_ambient_object = { type = enclave_shroudwalker_starbase_ruined entity_offset_height = -15 location = this } } } init_effect = { clear_deposits = yes prevent_anomaly = yes } } planet = { name = "NAME_Dysis" count = 1 class = star orbit_distance = 0 orbit_angle = 145 size = 20 has_ring = no planet = { name = "NAME_Hesperis" class = pc_shrouded orbit_angle = 135 orbit_distance = 25 size = 5 init_effect = { clear_deposits = yes prevent_anomaly = yes add_deposit = d_zro_deposit_2 } } planet = { name = "NAME_Arktos" class = pc_shrouded orbit_angle = 255 orbit_distance = 15 size = 12 init_effect = { clear_deposits = yes prevent_anomaly = yes add_deposit = d_zro_deposit_2 create_ambient_object = { type = enclave_shroudwalker_starbase_ruined entity_offset_height = -15 location = this } } } init_effect = { clear_deposits = yes prevent_anomaly = yes } } } ################# # MEGASTRUCTURES ################# # Ruined Quantum Catapult quantum_catapult_init_01 = { class = sc_pulsar usage = misc_system_init flags = { ruined_catapult_system } usage_odds = { base = @spawn_system_extreme modifier = { factor = 0 has_overlord_dlc = no } } max_instances = 1 scaled_spawn_chance = 4 planet = { class = star orbit_distance = 0 init_effect = { save_event_target_as = quantum_catapult_star clear_deposits = yes } } change_orbit = 45 planet = { count = { min = 1 max = 6 } 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 } } init_effect = { spawn_megastructure = { type = "quantum_catapult_ruined" planet = event_target:quantum_catapult_star init_effect = { create_ambient_object = { type = "large_debris_object" location = this } last_created_ambient_object = { set_location = { target = prev distance = 20 angle = 20 } } create_ambient_object = { type = "large_debris_object" location = this } last_created_ambient_object = { set_location = { target = prev distance = 20 angle = 150 } } create_ambient_object = { type = "medium_debris_01_object" location = this } last_created_ambient_object = { set_location = { target = prev distance = 35 angle = 90 } } create_ambient_object = { type = "medium_debris_02_object" location = this } last_created_ambient_object = { set_location = { target = prev distance = 3 angle = 270 } } } } } } # Ruined Orbital Ring orbital_ring_init_01 = { class = "rl_binary_stars" asteroid_belt = { type = icy_asteroid_belt radius = 145 } flags = { ruined_orbital_ring_system } usage = misc_system_init usage_odds = { base = @spawn_system_extreme modifier = { factor = 0 has_overlord_dlc = no } modifier = { factor = 0 has_star_flag = empire_cluster } modifier = { factor = 0.2 closest_system = { has_megastructure = ring_world_ruined distance = { source = prev max_distance <= 200 } } } } max_instances = 1 scaled_spawn_chance = 8 #by galaxy size planet = { count = 1 class = star orbit_distance = 30 orbit_angle = 0 size = { min = 18 max = 30 } has_ring = no } planet = { count = 1 class = star orbit_distance = 0 size = { min = 15 max = 25 } has_ring = no } planet = { count = 1 class = random_non_colonizable orbit_distance = 45 orbit_angle = { min = 90 max = 270 } size = { min = 8 max = 12 } has_ring = no } planet = { count = { min = 2 max = 3 } class = pc_asteroid orbit_distance = 15 orbit_angle = { min = 90 max = 270 } } planet = { count = 1 class = random_colonizable orbit_distance = 20 orbit_angle = { min = 90 max = 270 } size = { min = 8 max = 14 } has_ring = no flags = { ruined_orbital_ring_planet } init_effect = { prevent_anomaly = yes save_event_target_as = ruined_orbital_ring_planet } } planet = { count = { min = 1 max = 2 } class = pc_ice_asteroid orbit_distance = 20 orbit_angle = { min = 90 max = 270 } } init_effect = { spawn_megastructure = { type = "orbital_ring_ruined" planet = event_target:ruined_orbital_ring_planet init_effect = { create_ambient_object = { type = "medium_debris_01_object" location = this } last_created_ambient_object = { set_location = { target = prev distance = 8 angle = 90 } } create_ambient_object = { type = "medium_debris_02_object" location = this } last_created_ambient_object = { set_location = { target = prev distance = 3 angle = 270 } } } } } } ########## # ORIGINS ########## # Imperial Fiefdom Origin overlord_system_init = { # Aix - Empire Capital class = "sc_pulsar" usage = misc_system_init usage_odds = { base = 0 # Spawned via imperial_origin_start_effect in 01_start_of_game_effects.txt } max_instances = 1 flags = { overlord_empire_flag overlord_system_1_flag } planet = { class = star orbit_distance = 0 orbit_angle = 1 size = 30 has_ring = no init_effect = { clear_deposits = yes } } planet = { count = { min = 1 max = 2 } class = pc_asteroid orbit_distance = 30 orbit_angle = { min = 40 max = 100 } } planet = { count = { min = 1 max = 2 } orbit_distance = 30 class = random_non_colonizable orbit_angle = { min = 90 max = 270 } change_orbit = 10 moon = { count = { min = 0 max = 1 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } planet = { count = { min = 1 max = 2 } orbit_distance = 30 class = pc_gas_giant orbit_angle = { min = 90 max = 270 } change_orbit = 10 moon = { count = { min = 0 max = 1 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } planet = { # Colonizeable Planet name = "NAME_Aix" class = "pc_gaia" orbit_distance = 20 orbit_angle = 150 size = 30 has_ring = no deposit_blockers = none modifiers = none init_effect = { save_global_event_target_as = origin_imperial_homeland create_species = { name = random class = random_non_machine portrait = random traits = random homeworld = this } last_created_species = { save_global_event_target_as = origin_imperial_species } create_country = { name = { key = "NAME_Imperial_Origin_Empire" variable_string = "[origin_imperial_species.GetAdj]" } authority = auth_imperial species = last_created_species civics = { civic = civic_byzantine_bureaucracy civic = civic_feudal_realm } ethos = { ethic = ethic_xenophile ethic = ethic_militarist ethic = ethic_materialist } origin = "origin_imperial_vassal_overlord" effect = { save_global_event_target_as = origin_imperial_homeland_country every_playable_country = { limit = { has_origin = origin_imperial_vassal } establish_communications_no_message = event_target:origin_imperial_homeland_country } # Fleets create_fleet = { effect = { set_owner = event_target:origin_imperial_homeland_country create_ship = { name = random random_existing_design = constructor } set_location = event_target:origin_imperial_homeland_country.capital_star } } create_fleet = { effect = { set_owner = event_target:origin_imperial_homeland_country create_ship = { name = random random_existing_design = science } set_location = event_target:origin_imperial_homeland_country.capital_star save_event_target_as = new_science_ship_target } } create_leader = { name = random species = event_target:origin_imperial_homeland_country.species class = scientist skill = 1 } event_target:new_science_ship_target = { assign_leader = last_created_leader } while = { count = 4 if = { limit = { event_target:origin_imperial_homeland_country = { country_uses_bio_ships = yes } } create_fleet = { effect = { set_owner = event_target:origin_imperial_homeland_country while = { count = 20 create_ship = { name = random design = NAME_CHARGER_1 growth_stage = 2 } } set_location = event_target:origin_imperial_homeland_co } } } else = { create_fleet = { effect = { set_owner = event_target:origin_imperial_homeland_country while = { count = 10 create_ship = { name = random design = NAME_Ravager } } set_location = event_target:origin_imperial_homeland_country.capital_star } } } } # Resources add_basic_resources_effect = { VALUE = 3000 } add_manufactured_resources_effect = { VALUE = 1500 } add_advanced_resources_effect = { VALUE = 1000 } # Tech give_physics_tech_tier_1_effect = yes give_physics_tech_tier_2_effect = yes give_engineering_tech_tier_1_effect = yes give_engineering_tech_tier_2_effect = yes give_society_tech_tier_1_effect = yes give_society_tech_tier_2_effect = yes give_technology = { tech = tech_hyper_drive_3 } give_technology = { tech = tech_gateway_activation } # Robots create_built_robot_species = yes last_created_species = { save_global_event_target_as = origin_imperial_species_robot } # Policies set_policy = { policy = diplomatic_stance option = diplo_stance_cooperative cooldown = yes } set_policy = { policy = war_philosophy option = no_wars cooldown = yes } set_policy = { policy = orbital_bombardment option = orbital_bombardment_selective cooldown = yes } set_policy = { policy = resettlement option = resettlement_allowed cooldown = yes } set_policy = { policy = first_contact_protocol option = first_contact_proactive cooldown = yes } set_policy = { policy = border_policy option = border_policy_open cooldown = yes } set_policy = { policy = economic_policy option = economic_policy_balanced cooldown = yes } set_policy = { policy = population_controls option = population_controls_not_allowed cooldown = yes } } } set_owner = event_target:origin_imperial_homeland_country set_controller = event_target:origin_imperial_homeland_country set_capital = yes while = { count = 45 create_pop_group = { species = owner_main_species } } while = { count = 25 create_pop_group = { species = event_target:origin_imperial_species_robot } } while = { count = 6 add_district_and_planet_size_if_needed_effect = { district = district_city } add_district_and_planet_size_if_needed_effect = { district = district_mining } add_district_and_planet_size_if_needed_effect = { district = district_farming } add_district_and_planet_size_if_needed_effect = { district = district_generator } } remove_all_buildings = yes add_building = building_major_capital add_building = building_robot_assembly_plant # add_building = building_bureaucratic_2 # add_building = building_research_lab_2 # add_building = building_paradise_dome # add_building = building_commercial_zone # add_building = building_factory_1 # add_building = building_foundry_2 # add_building = building_energy_grid # add_building = building_holo_theatres validate_planet_buildings_and_districts = yes } } planet = { count = { min = 2 max = 4 } orbit_distance = 30 class = random_non_colonizable orbit_angle = { min = 90 max = 270 } change_orbit = 10 moon = { count = { min = 0 max = 1 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } planet = { count = { min = 1 max = 2 } class = pc_asteroid orbit_distance = 25 orbit_angle = { min = 40 max = 100 } } init_effect = { create_starbase = { size = "starbase_starhold" owner = event_target:origin_imperial_homeland_country module = "shipyard" module = "shipyard" module = "anchorage" module = "anchorage" building = "hydroponics_bay" building = "naval_logistics_office" } generate_home_system_resources = yes every_system_planet = { limit = { has_deposit_for = shipclass_mining_station has_mining_station = no } create_mining_station = { owner = event_target:origin_imperial_homeland_country } } every_system_planet = { limit = { has_deposit_for = shipclass_research_station has_research_station = no } create_research_station = { owner = event_target:origin_imperial_homeland_country } } spawn_megastructure = { type = "gateway_derelict" random_pos = yes graphical_culture = event_target:origin_imperial_homeland_country owner = event_target:origin_imperial_homeland_country orbit_angle = 360 # range of the randomization } } neighbor_system = { hyperlane_jumps = { min = 1 max = 3 } initializer = "overlord_system_2_init" } neighbor_system = { hyperlane_jumps = { min = 1 max = 3 } initializer = "overlord_system_3_init" } neighbor_system = { trigger = { NOT = { any_neighbor_system = { has_star_flag = empire_home_system } } } initializer = "overlord_system_4_init" } neighbor_system = { trigger = { NOR = { galaxy_size = tiny any_neighbor_system = { has_star_flag = empire_home_system } } } initializer = "overlord_system_5_init" } neighbor_system = { trigger = { NOR = { galaxy_size = tiny galaxy_size = small any_neighbor_system = { has_star_flag = empire_home_system } } } initializer = "overlord_system_6_init" } neighbor_system = { trigger = { NOR = { galaxy_size = tiny galaxy_size = small galaxy_size = medium any_neighbor_system = { has_star_flag = empire_home_system } } } initializer = "overlord_system_7_init" } } overlord_system_2_init = { # Empire second system class = "rl_standard_stars" flags = { overlord_empire_flag overlord_system_2_flag } asteroid_belt = { type = rocky_asteroid_belt radius = 40 } asteroid_belt = { type = rocky_asteroid_belt radius = 175 } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 20 max = 30 } has_ring = no } change_orbit = 40 # Innermost asteroid belt planet = { count = { min = 2 max = 3 } class = pc_asteroid orbit_distance = 0 orbit_angle = { min = 40 max = 100 } } planet = { # Colonizeable Planet class = "pc_continental" orbit_distance = 20 orbit_angle = 150 size = 18 has_ring = no deposit_blockers = none modifiers = none init_effect = { save_event_target_as = imperial_homeland_2 event_target:origin_imperial_species = { create_species = { is_mod = yes name = this plural = this class = this portrait = this traits = this can_be_modified = this homeworld = this namelist = this traits = { ideal_planet_class = event_target:imperial_homeland_2 } } } last_created_species = { save_event_target_as = local_imperial_species } set_owner = event_target:origin_imperial_homeland_country set_controller = event_target:origin_imperial_homeland_country while = { count = 25 create_pop_group = { species = event_target:local_imperial_species } } while = { count = 15 create_pop_group = { species = event_target:origin_imperial_species_robot } } while = { count = 3 add_district_and_planet_size_if_needed_effect = { district = district_city } add_district_and_planet_size_if_needed_effect = { district = district_mining } add_district_and_planet_size_if_needed_effect = { district = district_farming } add_district_and_planet_size_if_needed_effect = { district = district_generator } } remove_all_buildings = yes add_building = building_major_capital add_building = building_robot_assembly_plant # add_building = building_bureaucratic_1 # add_building = building_research_lab_1 # add_building = building_paradise_dome # add_building = building_commercial_zone # add_building = building_energy_grid validate_planet_buildings_and_districts = yes } } planet = { count = { min = 1 max = 2 } orbit_distance = 30 class = random_non_colonizable orbit_angle = { min = 90 max = 270 } change_orbit = 10 moon = { count = { min = 0 max = 1 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } planet = { count = 1 orbit_distance = 30 class = pc_gas_giant orbit_angle = { min = 90 max = 270 } change_orbit = 10 moon = { count = { min = 0 max = 1 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } planet = { count = { min = 1 max = 2 } orbit_distance = 30 class = random_non_colonizable orbit_angle = { min = 90 max = 270 } change_orbit = 10 moon = { count = { min = 0 max = 1 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } # Outermost asteroid belt planet = { count = { min = 3 max = 5 } class = pc_asteroid orbit_distance = 25 orbit_angle = { min = 40 max = 100 } } init_effect = { create_starbase = { size = "starbase_starhold" owner = event_target:origin_imperial_homeland_country module = "shipyard" module = "shipyard" module = "anchorage" module = "anchorage" building = "hydroponics_bay" building = "naval_logistics_office" } generate_home_system_resources = yes every_system_planet = { limit = { has_deposit_for = shipclass_mining_station has_mining_station = no } create_mining_station = { owner = event_target:origin_imperial_homeland_country } } every_system_planet = { limit = { has_deposit_for = shipclass_research_station has_research_station = no } create_research_station = { owner = event_target:origin_imperial_homeland_country } } } } overlord_system_3_init = { # Empire third system class = "rl_standard_stars" flags = { overlord_empire_flag overlord_system_3_flag } asteroid_belt = { type = rocky_asteroid_belt radius = 35 } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 20 max = 30 } has_ring = no } change_orbit = 30 planet = { count = 2 class = pc_asteroid orbit_distance = { min = 1 max = 2 } orbit_angle = { min = 40 max = 100 } size = 2 } planet = { # Colonizeable Planet class = "pc_ocean" orbit_distance = 20 orbit_angle = 150 size = 15 has_ring = no deposit_blockers = none modifiers = none init_effect = { save_event_target_as = imperial_homeland_3 event_target:origin_imperial_species = { create_species = { is_mod = yes name = this plural = this class = this portrait = this traits = this can_be_modified = this homeworld = this namelist = this traits = { ideal_planet_class = event_target:imperial_homeland_3 } } } last_created_species = { save_event_target_as = local_imperial_species } set_owner = event_target:origin_imperial_homeland_country set_controller = event_target:origin_imperial_homeland_country while = { count = 20 create_pop_group = { species = event_target:local_imperial_species } } while = { count = 10 create_pop_group = { species = event_target:origin_imperial_species_robot } } while = { count = 2 add_district_and_planet_size_if_needed_effect = { district = district_city } add_district_and_planet_size_if_needed_effect = { district = district_mining } add_district_and_planet_size_if_needed_effect = { district = district_farming } add_district_and_planet_size_if_needed_effect = { district = district_generator } } remove_all_buildings = yes add_building = building_major_capital add_building = building_robot_assembly_plant # add_building = building_bureaucratic_1 # add_building = building_research_lab_1 # add_building = building_paradise_dome # add_building = building_commercial_zone validate_planet_buildings_and_districts = yes } } planet = { count = { min = 2 max = 3 } orbit_distance = 30 class = random_non_colonizable orbit_angle = { min = 90 max = 270 } change_orbit = 10 moon = { count = { min = 0 max = 1 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } planet = { count = { min = 2 max = 3 } orbit_distance = 30 class = random_non_colonizable orbit_angle = { min = 90 max = 270 } change_orbit = 10 moon = { count = { min = 0 max = 1 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } planet = { count = { min = 2 max = 3 } class = pc_asteroid orbit_distance = 25 orbit_angle = { min = 40 max = 100 } } init_effect = { create_starbase = { size = "starbase_starhold" owner = event_target:origin_imperial_homeland_country module = "shipyard" module = "shipyard" module = "anchorage" module = "anchorage" building = "hydroponics_bay" building = "naval_logistics_office" } generate_home_system_resources = yes every_system_planet = { limit = { has_deposit_for = shipclass_mining_station has_mining_station = no } create_mining_station = { owner = event_target:origin_imperial_homeland_country } } every_system_planet = { limit = { has_deposit_for = shipclass_research_station has_research_station = no } create_research_station = { owner = event_target:origin_imperial_homeland_country } } } } overlord_system_4_init = { # First vassal class = "rl_standard_stars" flags = { overlord_empire_flag overlord_system_4_flag } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 20 max = 30 } has_ring = no } planet = { count = 1 orbit_distance = 30 class = random_non_colonizable orbit_angle = { min = 90 max = 270 } change_orbit = 10 moon = { count = { min = 0 max = 1 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } planet = { count = { min = 1 max = 2 } class = pc_asteroid orbit_distance = 30 orbit_angle = { min = 40 max = 100 } } planet = { # Colonizeable Planet class = "pc_arid" orbit_distance = { min = 20 max = 35 } orbit_angle = { min = 90 max = 270 } size = { min = 14 max = 18 } has_ring = no deposit_blockers = none modifiers = none init_effect = { save_event_target_as = imperial_homeland_4 create_species = { name = random class = random_non_machine portrait = random traits = random homeworld = this } last_created_species = { save_event_target_as = origin_imperial_species_2 } create_country = { name = { key = "NAME_Imperial_Origin_Empire_2" variable_string = "[origin_imperial_species_2.GetNamePlural]" } authority = auth_dictatorial species = last_created_species civics = { civic = civic_technocracy civic = civic_slaver_guilds } ethos = { ethic = ethic_fanatic_materialist ethic = ethic_authoritarian } origin = "origin_imperial_vassal" effect = { set_country_flag = origin_imperial_vassal_technocrat_country save_global_event_target_as = origin_imperial_homeland_country_2 # Tech give_physics_tech_tier_1_effect = yes give_engineering_tech_tier_1_effect = yes give_society_tech_tier_1_effect = yes # Subjugation set_subject_of = { who = event_target:origin_imperial_homeland_country } # Communication every_playable_country = { limit = { has_origin = origin_imperial_vassal } establish_communications_no_message = event_target:origin_imperial_homeland_country_2 } # Fleets while = { count = 2 create_fleet = { effect = { set_owner = event_target:origin_imperial_homeland_country_2 create_ship = { name = random random_existing_design = science } set_location = event_target:origin_imperial_homeland_country_2.capital_star save_event_target_as = new_science_ship_target } } create_leader = { name = random species = event_target:origin_imperial_homeland_country_2.species class = scientist skill = 1 } event_target:new_science_ship_target = { assign_leader = last_created_leader } } # Resources add_basic_resources_effect = { VALUE = 1000 } add_manufactured_resources_effect = { VALUE = 500 } add_advanced_resources_effect = { VALUE = 25 } # Policies set_policy = { policy = diplomatic_stance option = diplo_stance_isolationist cooldown = yes } set_policy = { policy = war_philosophy option = no_wars cooldown = yes } set_policy = { policy = orbital_bombardment option = orbital_bombardment_indiscriminate cooldown = yes } set_policy = { policy = resettlement option = resettlement_allowed cooldown = yes } set_policy = { policy = first_contact_protocol option = first_contact_attack_allowed cooldown = yes } set_policy = { policy = border_policy option = border_policy_open cooldown = yes } set_policy = { policy = economic_policy option = economic_policy_balanced cooldown = yes } set_policy = { policy = population_controls option = population_controls_allowed cooldown = yes } set_policy = { policy = purge option = purge_displacement_only cooldown = yes } } } set_owner = event_target:origin_imperial_homeland_country_2 set_controller = event_target:origin_imperial_homeland_country_2 set_capital = yes while = { count = 25 create_pop_group = { species = owner_main_species } } generate_start_buildings_and_districts = yes } } planet = { count = { min = 1 max = 2 } orbit_distance = 30 class = pc_gas_giant orbit_angle = { min = 90 max = 270 } change_orbit = 10 moon = { count = { min = 0 max = 1 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } planet = { count = { min = 2 max = 3 } orbit_distance = 30 class = random_non_colonizable orbit_angle = { min = 90 max = 270 } change_orbit = 10 moon = { count = { min = 0 max = 1 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } planet = { count = { min = 1 max = 2 } class = pc_asteroid orbit_distance = 25 orbit_angle = { min = 40 max = 100 } } planet = { orbit_distance = 30 class = random_non_colonizable orbit_angle = { min = 90 max = 270 } moon = { count = { min = 1 max = 2 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } init_effect = { create_starbase = { size = "starbase_starport" owner = event_target:origin_imperial_homeland_country_2 module = "shipyard" module = "anchorage" building = "crew_quarters" } generate_home_system_resources = yes every_system_planet = { limit = { has_deposit_for = shipclass_mining_station has_mining_station = no } create_mining_station = { owner = event_target:origin_imperial_homeland_country_2 } } every_system_planet = { limit = { has_deposit_for = shipclass_research_station has_research_station = no } create_research_station = { owner = event_target:origin_imperial_homeland_country_2 } } } } overlord_system_5_init = { # Second vassal class = "rl_standard_stars" flags = { overlord_empire_flag overlord_system_5_flag } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 20 max = 30 } has_ring = no } planet = { count = { min = 2 max = 4 } class = pc_asteroid orbit_distance = 15 orbit_angle = { min = 40 max = 100 } } planet = { count = { min = 1 max = 2 } orbit_distance = 20 class = random_non_colonizable orbit_angle = { min = 90 max = 270 } change_orbit = 10 moon = { count = { min = 1 max = 2 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } planet = { # Colonizeable Planet class = "pc_continental" orbit_distance = { min = 30 max = 45 } orbit_angle = { min = 90 max = 270 } size = { min = 14 max = 18 } has_ring = no deposit_blockers = none modifiers = none init_effect = { save_event_target_as = imperial_homeland_5 create_species = { name = random class = random_non_machine portrait = random traits = random homeworld = this } last_created_species = { save_event_target_as = origin_imperial_species_3 } create_country = { name = { key = "NAME_Imperial_Origin_Empire_3" variable_string = "[origin_imperial_species_3.GetNamePlural]" } authority = auth_dictatorial species = last_created_species civics = { civic = civic_warrior_culture civic = civic_distinguished_admiralty } ethos = { ethic = ethic_fanatic_militarist ethic = ethic_spiritualist } origin = "origin_imperial_vassal" effect = { save_global_event_target_as = origin_imperial_homeland_country_3 set_country_flag = origin_imperial_vassal_prince_electorate_country # Subjugation set_subject_of = { who = event_target:origin_imperial_homeland_country } # Communication every_playable_country = { limit = { has_origin = origin_imperial_vassal } establish_communications_no_message = event_target:origin_imperial_homeland_country_3 } # Fleets create_fleet = { effect = { set_owner = event_target:origin_imperial_homeland_country_3 create_ship = { name = random random_existing_design = constructor } set_location = event_target:origin_imperial_homeland_country_3.capital_star } } create_fleet = { effect = { set_owner = event_target:origin_imperial_homeland_country_3 create_ship = { name = random random_existing_design = science } set_location = event_target:origin_imperial_homeland_country_3.capital_star save_event_target_as = new_science_ship_target } } create_leader = { name = random species = event_target:origin_imperial_homeland_country_3.species class = scientist skill = 1 } event_target:new_science_ship_target = { assign_leader = last_created_leader } if = { limit = { event_target:origin_imperial_homeland_country_3 = { country_uses_bio_ships = yes } } create_fleet = { effect = { set_owner = event_target:origin_imperial_homeland_country_3 while = { count = 5 create_ship = { name = random design = NAME_CHARGER_1 growth_stage = 1 } create_ship = { name = random design = NAME_MOTH_1 growth_stage = 1 } } set_location = event_target:origin_imperial_homeland_country_3.capital_star } } } else = { create_fleet = { effect = { set_owner = event_target:origin_imperial_homeland_country_3 while = { count = 5 create_ship = { name = random design = NAME_Dagger } create_ship = { name = random design = NAME_Ravager } } set_location = event_target:origin_imperial_homeland_country_3.capital_star } } } # Resources add_basic_resources_effect = { VALUE = 1000 } add_manufactured_resources_effect = { VALUE = 500 } add_advanced_resources_effect = { VALUE = 25 } # Policies set_policy = { policy = diplomatic_stance option = diplo_stance_cooperative cooldown = yes } set_policy = { policy = war_philosophy option = liberation_wars cooldown = yes } set_policy = { policy = orbital_bombardment option = orbital_bombardment_selective cooldown = yes } set_policy = { policy = first_contact_protocol option = first_contact_cautious cooldown = yes } set_policy = { policy = border_policy option = border_policy_open cooldown = yes } set_policy = { policy = economic_policy option = economic_policy_military cooldown = yes } set_policy = { policy = purge option = purge_not_allowed cooldown = yes } } } set_owner = event_target:origin_imperial_homeland_country_3 set_controller = event_target:origin_imperial_homeland_country_3 set_capital = yes while = { count = 25 create_pop_group = { species = owner_main_species } } generate_start_buildings_and_districts = yes } } planet = { class = pc_gas_giant orbit_distance = 20 orbit_angle = { min = 90 max = 270 } moon = { count = { min = 0 max = 3 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } planet = { count = { min = 2 max = 4 } class = pc_asteroid orbit_distance = 15 orbit_angle = { min = 40 max = 100 } } init_effect = { create_starbase = { size = "starbase_starport" owner = event_target:origin_imperial_homeland_country_3 module = "shipyard" module = "anchorage" building = "crew_quarters" } generate_home_system_resources = yes every_system_planet = { limit = { has_deposit_for = shipclass_mining_station has_mining_station = no } create_mining_station = { owner = event_target:origin_imperial_homeland_country_3 } } every_system_planet = { limit = { has_deposit_for = shipclass_research_station has_research_station = no } create_research_station = { owner = event_target:origin_imperial_homeland_country_3 } } } } overlord_system_6_init = { # Third vassal class = "rl_standard_stars" flags = { overlord_empire_flag overlord_system_6_flag } asteroid_belt = { type = rocky_asteroid_belt radius = 125 } asteroid_belt = { type = rocky_asteroid_belt radius = 200 } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 20 max = 30 } has_ring = no } planet = { orbit_distance = 40 class = random_non_colonizable orbit_angle = { min = 90 max = 270 } moon = { count = { min = 0 max = 1 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } planet = { # Colonizeable Planet class = "pc_arctic" orbit_distance = 40 orbit_angle = { min = 90 max = 270 } size = { min = 14 max = 18 } has_ring = no deposit_blockers = none modifiers = none init_effect = { save_event_target_as = imperial_homeland_6 create_species = { name = random class = random_non_machine portrait = random traits = random homeworld = this } last_created_species = { save_event_target_as = origin_imperial_species_4 } create_country = { name = { key = "NAME_Imperial_Origin_Empire_4" variable_string = "[origin_imperial_species_4.GetNamePlural]" } authority = auth_dictatorial species = last_created_species civics = { civic = civic_philosopher_king civic = civic_exalted_priesthood } ethos = { ethic = ethic_fanatic_spiritualist ethic = ethic_xenophobe } origin = "origin_imperial_vassal" effect = { save_global_event_target_as = origin_imperial_homeland_country_4 set_country_flag = origin_imperial_vassal_palatinate_country # Subjugation set_subject_of = { who = event_target:origin_imperial_homeland_country } # Communication every_playable_country = { limit = { has_origin = origin_imperial_vassal } establish_communications_no_message = event_target:origin_imperial_homeland_country_4 } # Fleets create_fleet = { effect = { set_owner = event_target:origin_imperial_homeland_country_4 create_ship = { name = random random_existing_design = constructor } set_location = event_target:origin_imperial_homeland_country_4.capital_star } } create_fleet = { effect = { set_owner = event_target:origin_imperial_homeland_country_4 create_ship = { name = random random_existing_design = science } set_location = event_target:origin_imperial_homeland_country_4.capital_star save_event_target_as = new_science_ship_target } } create_leader = { name = random species = event_target:origin_imperial_homeland_country_4.species class = scientist skill = 1 } event_target:new_science_ship_target = { assign_leader = last_created_leader } # Resources add_basic_resources_effect = { VALUE = 1000 } add_manufactured_resources_effect = { VALUE = 500 } add_advanced_resources_effect = { VALUE = 25 } # Policies set_policy = { policy = diplomatic_stance option = diplo_stance_isolationist cooldown = yes } set_policy = { policy = war_philosophy option = no_wars cooldown = yes } set_policy = { policy = orbital_bombardment option = orbital_bombardment_selective cooldown = yes } set_policy = { policy = resettlement option = resettlement_not_allowed cooldown = yes } set_policy = { policy = first_contact_protocol option = first_contact_cautious cooldown = yes } set_policy = { policy = border_policy option = border_policy_closed cooldown = yes } set_policy = { policy = economic_policy option = economic_policy_civilian cooldown = yes } set_policy = { policy = robot_pop_policy option = robot_pops_outlawed cooldown = yes } set_policy = { policy = population_controls option = population_controls_not_allowed cooldown = yes } set_policy = { policy = slavery option = slavery_not_allowed cooldown = yes } set_policy = { policy = purge option = purge_allowed cooldown = yes } } } set_owner = event_target:origin_imperial_homeland_country_4 set_controller = event_target:origin_imperial_homeland_country_4 set_capital = yes while = { count = 25 create_pop_group = { species = owner_main_species } } generate_start_buildings_and_districts = yes } } change_orbit = 40 # Innermost asteroid belt (r=125) planet = { count = { min = 1 max = 2 } class = pc_asteroid orbit_distance = 2 orbit_angle = { min = 40 max = 100 } } planet = { count = 2 class = pc_gas_giant orbit_distance = 25 orbit_angle = { min = 90 max = 270 } moon = { count = { min = 0 max = 3 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 8 } } change_orbit = 15 # Outermost asteroid belt (r=200) planet = { count = { min = 2 max = 3 } class = pc_asteroid orbit_distance = { min = 1 max = 3 } orbit_angle = { min = 40 max = 100 } } init_effect = { create_starbase = { size = "starbase_starport" owner = event_target:origin_imperial_homeland_country_4 module = "shipyard" module = "anchorage" building = "crew_quarters" } generate_home_system_resources = yes every_system_planet = { limit = { has_deposit_for = shipclass_mining_station has_mining_station = no } create_mining_station = { owner = event_target:origin_imperial_homeland_country_4 } } every_system_planet = { limit = { has_deposit_for = shipclass_research_station has_research_station = no } create_research_station = { owner = event_target:origin_imperial_homeland_country_4 } } } } overlord_system_7_init = { # Fourth vassal class = "rl_standard_stars" flags = { overlord_empire_flag overlord_system_7_flag } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 20 max = 30 } has_ring = no } asteroid_belt = { type = icy_asteroid_belt radius = 150 } planet = { count = { min = 0 max = 2 } orbit_distance = 35 class = random_non_colonizable orbit_angle = { min = 90 max = 270 } moon = { count = { min = 0 max = 1 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } change_orbit = 10 planet = { count = { min = 3 max = 4 } class = pc_asteroid orbit_distance = 0 orbit_angle = { min = 40 max = 90 } } planet = { # Colonizeable Planet class = "pc_ocean" orbit_distance = { min = 20 max = 35 } orbit_angle = { min = 90 max = 270 } size = { min = 14 max = 18 } has_ring = no deposit_blockers = none modifiers = none init_effect = { save_event_target_as = imperial_homeland_7 create_species = { name = random class = random_non_machine portrait = random traits = random homeworld = this } last_created_species = { save_event_target_as = origin_imperial_species_5 } if = { limit = { host_has_dlc = "Megacorp" } create_country = { name = { key = "NAME_Imperial_Origin_Empire_5" variable_string = "[origin_imperial_species_5.GetAdj]" } authority = auth_corporate species = last_created_species civics = { civic = civic_free_traders civic = civic_ruthless_competition } ethos = { ethic = ethic_fanatic_materialist ethic = ethic_xenophile } origin = "origin_imperial_vassal" effect = { save_global_event_target_as = origin_imperial_homeland_country_5 } } } else = { create_country = { name = { key = "NAME_Imperial_Origin_Empire_5" variable_string = "[origin_imperial_species_5.GetAdj]" } authority = auth_oligarchic species = last_created_species civics = { civic = civic_meritocracy civic = civic_corporate_dominion } ethos = { ethic = ethic_fanatic_materialist ethic = ethic_xenophile } origin = "origin_imperial_vassal" effect = { save_global_event_target_as = origin_imperial_homeland_country_5 } } } event_target:origin_imperial_homeland_country_5 = { set_country_flag = origin_imperial_vassal_league_country # Subjugation set_subject_of = { who = event_target:origin_imperial_homeland_country } # Communication every_playable_country = { limit = { has_origin = origin_imperial_vassal } establish_communications_no_message = event_target:origin_imperial_homeland_country_5 } # Fleets create_fleet = { effect = { set_owner = event_target:origin_imperial_homeland_country_5 create_ship = { name = random random_existing_design = science } set_location = event_target:origin_imperial_homeland_country_5.capital_star save_event_target_as = new_science_ship_target } } create_leader = { name = random species = event_target:origin_imperial_homeland_country_5.species class = scientist skill = 1 } event_target:new_science_ship_target = { assign_leader = last_created_leader } if = { limit = { event_target:origin_imperial_homeland_country_3 = { country_uses_bio_ships = yes } } create_fleet = { effect = { set_owner = event_target:origin_imperial_homeland_country_5 while = { count = 5 create_ship = { name = random design = NAME_CHARGER_1 growth_stage = 1 } } set_location = event_target:origin_imperial_homeland_country_5.capital_star } } } else = { create_fleet = { effect = { set_owner = event_target:origin_imperial_homeland_country_5 while = { count = 5 create_ship = { name = random design = NAME_Dagger } } set_location = event_target:origin_imperial_homeland_country_5.capital_star } } } # Resources add_basic_resources_effect = { VALUE = 1000 } add_manufactured_resources_effect = { VALUE = 500 } add_advanced_resources_effect = { VALUE = 25 } # Policies set_policy = { policy = diplomatic_stance option = diplo_stance_mercantile cooldown = yes } set_policy = { policy = war_philosophy option = liberation_wars cooldown = yes } set_policy = { policy = orbital_bombardment option = orbital_bombardment_selective cooldown = yes } set_policy = { policy = resettlement option = resettlement_allowed cooldown = yes } set_policy = { policy = first_contact_protocol option = first_contact_proactive cooldown = yes } set_policy = { policy = border_policy option = border_policy_open cooldown = yes } set_policy = { policy = population_controls option = population_controls_not_allowed cooldown = yes } } set_owner = event_target:origin_imperial_homeland_country_5 set_controller = event_target:origin_imperial_homeland_country_5 set_capital = yes while = { count = 25 create_pop_group = { species = owner_main_species } } generate_start_buildings_and_districts = yes } } planet = { count = { min = 1 max = 2 } orbit_distance = 30 class = pc_gas_giant orbit_angle = { min = 90 max = 270 } moon = { count = { min = 0 max = 3 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } planet = { count = { min = 1 max = 2 } orbit_distance = 20 class = random_non_colonizable orbit_angle = { min = 90 max = 270 } moon = { count = { min = 0 max = 1 } class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 5 } } init_effect = { create_starbase = { size = "starbase_starport" owner = event_target:origin_imperial_homeland_country_5 module = "shipyard" module = "anchorage" building = "crew_quarters" } generate_home_system_resources = yes every_system_planet = { limit = { has_deposit_for = shipclass_mining_station has_mining_station = no } create_mining_station = { owner = event_target:origin_imperial_homeland_country_5 } } every_system_planet = { limit = { has_deposit_for = shipclass_research_station has_research_station = no } create_research_station = { owner = event_target:origin_imperial_homeland_country_5 } } } } overlord_system_8_init = { # Overlord Colonies class = "rl_standard_stars" flags = { overlord_empire_flag overlord_colony_flag } planet = { count = 1 class = star orbit_distance = 0 orbit_angle = 1 size = { min = 20 max = 30 } has_ring = no } asteroid_belt = { type = rocky_asteroid_belt radius = { min = 35 max = 55 } } asteroid_belt = { type = rocky_asteroid_belt radius = { min = 65 max = 85 } } change_orbit = 45 # Innermost asteroid belt planet = { count = { min = 1 max = 2 } class = pc_asteroid orbit_distance = 0 orbit_angle = { min = 120 max = 300 } } change_orbit = 45 planet = { count = 1 orbit_distance = 25 class = pc_gas_giant orbit_angle = { min = 90 max = 270 } size = 25 change_orbit = @base_moon_distance moon = { count = 1 class = random_non_colonizable orbit_angle = { min = 90 max = 270 } orbit_distance = 4 } moon = { count = 1 home_planet = yes class = random_colonizable orbit_distance = 10 orbit_angle = { min = 90 max = 270 } size = { min = 15 max = 20 } deposit_blockers = none modifiers = none init_effect = { prevent_anomaly = yes } init_effect = { save_event_target_as = imperial_colony event_target:origin_imperial_species = { create_species = { is_mod = yes name = this plural = this class = this portrait = this traits = this can_be_modified = this homeworld = this namelist = this traits = { ideal_planet_class = event_target:imperial_colony } } } last_created_species = { save_event_target_as = local_imperial_species } set_owner = event_target:origin_imperial_homeland_country set_controller = event_target:origin_imperial_homeland_country while = { count = 10 create_pop_group = { species = event_target:local_imperial_species } } while = { count = 10 create_pop_group = { species = event_target:origin_imperial_species_robot } } add_district_and_planet_size_if_needed_effect = { district = district_city } add_district_and_planet_size_if_needed_effect = { district = district_mining } add_district_and_planet_size_if_needed_effect = { district = district_farming } add_district_and_planet_size_if_needed_effect = { district = district_generator } remove_all_buildings = yes add_building = building_capital add_building = building_bureaucratic_1 add_building = building_research_lab_1 # add_building = building_commercial_zone validate_planet_buildings_and_districts = yes } } } change_orbit = 45 planet = { count = { min = 1 max = 3 } orbit_distance = 25 class = random_non_colonizable orbit_angle = { min = 90 max = 270 } } init_effect = { create_starbase = { size = "starbase_starhold" owner = event_target:origin_imperial_homeland_country module = "shipyard" module = "shipyard" module = "anchorage" module = "anchorage" building = "hydroponics_bay" building = "naval_logistics_office" } spawn_megastructure = { type = "gateway_derelict" random_pos = yes graphical_culture = event_target:origin_imperial_homeland_country owner = event_target:origin_imperial_homeland_country orbit_angle = 360 # range of the randomization } } }