###################### # BULWARK SPECIALIST # ###################### bulwark_1_modifier = { main_perk = yes subject_modifier = { shipclass_military_station_damage_mult = 0.5 shipclass_military_station_hull_mult = 0.5 starbase_defense_platform_capacity_add = 2 shipclass_starbase_damage_mult = 0.5 shipclass_starbase_hull_mult = 0.5 ship_shield_hardening_add = 0.05 ship_armor_hardening_add = 0.05 } # For setting the room background activate_effect = { target = { store_country_backup_data = { flag = no room = yes name = no ethics = no government = no } room_name_override = "" } } # Restore room background back to normal deactivate_effect = { target = { restore_country_backup_data = yes } } } bulwark_1_penalties = { main_perk = yes subject_modifier = { country_energy_produces_mult = -0.2 country_minerals_produces_mult = -0.2 country_food_produces_mult = -0.2 } } bulwark_1_overlord_modifier = { icon = "GFX_specialist_perk_bulwark_1_overlord_modifier" overlord_modifier = { starbase_upgrade_cost_mult = -0.2 starbase_upgrade_speed_mult = 0.2 } } bulwark_1_neighbor_bonuses = { icon = "GFX_specialist_perk_bulwark_1_neighbor_bonuses" overlord_relay_network_modifier = { specialist_bulwark_neighbor = 1 } desc = { description = bulwark_1_neighbor_bonuses_desc } } bulwark_1_bulwark_array = { icon = "GFX_specialist_perk_bulwark_1_bulwark_array" activate_effect = { target = { every_owned_starbase = { limit = { is_normal_starbase = yes } add_bulwark_array = yes } } } deactivate_effect = { target = { every_owned_starbase = { remove_bulwark_array = yes } } } desc = { description = bulwark_1_bulwark_array_desc } } bulwark_1_bulwark_insight = { icon = "GFX_specialist_perk_bulwark_1_bulwark_insight" activate_effect = { target = { if = { limit = { NOT = { has_technology = tech_ftl_inhibitor } } give_technology = { tech = tech_ftl_inhibitor message = yes } } append_technology = { TECH = starbase_3 } append_technology = { TECH = planetary_shield_generator } } } desc = { description = bulwark_1_bulwark_insight_desc } } bulwark_2_modifier = { main_perk = yes subject_modifier = { shipclass_military_station_damage_mult = 0.75 shipclass_military_station_hull_mult = 0.75 starbase_defense_platform_capacity_add = 5 shipclass_starbase_damage_mult = 0.5 shipclass_starbase_hull_mult = 0.5 ship_shield_hardening_add = 0.15 ship_armor_hardening_add = 0.15 } } bulwark_2_penalties = { main_perk = yes subject_modifier = { country_energy_produces_mult = -0.35 country_minerals_produces_mult = -0.35 country_food_produces_mult = -0.35 } } bulwark_2_bulwark_insight = { icon = "GFX_specialist_perk_bulwark_2_bulwark_insight" activate_effect = { target = { append_technology = { TECH = modular_engineering } append_technology = { TECH = starbase_4 } } } desc = { description = bulwark_2_bulwark_insight_desc } } bulwark_2_leaders = { icon = "GFX_specialist_perk_bulwark_2_leaders" subject_modifier = { country_commander_cap_add = 1 commander_initial_skill = 1 } activate_effect = { target = { add_specialist_leaders = { TYPE = bulwark CLASS = commander } } } deactivate_effect = { target = { remove_specialist_leaders = { TYPE = bulwark CLASS = commander } } } desc = { description = bulwark_2_leaders_desc } } bulwark_2_traits = { icon = "GFX_specialist_perk_bulwark_2_traits" desc = { description = bulwark_2_traits_desc } } bulwark_3_modifier = { main_perk = yes subject_modifier = { shipclass_military_station_damage_mult = 1 shipclass_military_station_hull_mult = 1 starbase_defense_platform_capacity_add = 8 shipclass_starbase_damage_mult = 0.75 shipclass_starbase_hull_mult = 0.75 ship_shield_hardening_add = 0.25 ship_armor_hardening_add = 0.25 } } bulwark_3_penalties = { main_perk = yes subject_modifier = { country_energy_produces_mult = -0.5 country_minerals_produces_mult = -0.5 country_food_produces_mult = -0.5 } } bulwark_3_bulwark_insight = { icon = "GFX_specialist_perk_bulwark_3_bulwark_insight" activate_effect = { target = { append_technology = { TECH = starbase_5 } } } desc = { description = bulwark_3_bulwark_insight_desc } } bulwark_3_battlewright = { icon = "GFX_specialist_perk_bulwark_3_battlewright" activate_effect = { target = { create_ship_design = { design = "NAME_Bulwark_Battlewright" } last_created_design = { set_design_flag = bulwark_battlewright } add_ship_design = last_created_design } } deactivate_effect = { target = { every_owned_design = { limit = { has_design_flag = bulwark_battlewright } save_event_target_as = remove_this_design } remove_ship_design = event_target:remove_this_design } } desc = { description = bulwark_3_battlewright_desc } } bulwark_3_disintegrator_field = { icon = "GFX_specialist_perk_bulwark_3_disintegrator_field" activate_effect = { target = { if = { limit = { NOT = { has_country_flag = finished_unyielding_tree } has_tradition = tr_unyielding_finish } set_country_flag = finished_unyielding_tree } every_owned_starbase = { limit = { is_normal_starbase = yes } add_disintegrator_field = yes } } } deactivate_effect = { target = { every_owned_starbase = { remove_disintegrator_field = yes } } } desc = { description = bulwark_3_disintegrator_field_desc } } ######################### # SCHOLARIUM SPECIALIST # ######################### scholarium_1_modifier = { main_perk = yes subject_modifier = { country_society_research_produces_mult = 0.2 country_physics_research_produces_mult = 0.2 country_engineering_research_produces_mult = 0.2 num_tech_alternatives_add = 1 description = scholarium_1_modifier_desc } # For setting the room background activate_effect = { target = { store_country_backup_data = { flag = no room = yes name = no ethics = no government = no } room_name_override = "" } } # Restore room background back to normal deactivate_effect = { target = { restore_country_backup_data = yes } } } scholarium_1_penalties = { main_perk = yes subject_modifier = { country_naval_cap_mult = -0.3 ship_military_cost_mult = 0.3 ship_military_upkeep_mult = 0.3 } } scholarium_1_overlord_modifier = { icon = "GFX_specialist_perk_scholarium_1_overlord_modifier" overlord_modifier = { country_society_research_produces_mult = 0.1 country_physics_research_produces_mult = 0.1 country_engineering_research_produces_mult = 0.1 description = scholarium_1_overlord_modifier_desc } } scholarium_1_neighbor_bonuses = { icon = "GFX_specialist_perk_scholarium_1_neighbor_bonuses" overlord_relay_network_modifier = { specialist_scholarium_neighbor = 1 } desc = { description = scholarium_1_neighbor_bonuses_desc } } scholarium_1_planetary_sensors = { icon = "GFX_specialist_perk_scholarium_1_planetary_sensors" desc = { description = scholarium_1_planetary_sensors_desc } } scholarium_1_discovery = { icon = "GFX_specialist_perk_scholarium_1_discovery" desc = { description = scholarium_1_discovery_desc } } scholarium_2_modifier = { main_perk = yes subject_modifier = { country_society_research_produces_mult = 0.3 country_physics_research_produces_mult = 0.3 country_engineering_research_produces_mult = 0.3 num_tech_alternatives_add = 1 description = scholarium_2_modifier_desc } } scholarium_2_penalties = { main_perk = yes subject_modifier = { country_naval_cap_mult = -0.4 ship_military_cost_mult = 0.4 ship_military_upkeep_mult = 0.4 } } scholarium_2_leaders = { icon = "GFX_specialist_perk_scholarium_2_leaders" subject_modifier = { country_scientist_cap_add = 1 scientist_initial_skill = 1 } activate_effect = { target = { add_specialist_leaders = { TYPE = scholarium CLASS = scientist } } } deactivate_effect = { target = { remove_specialist_leaders = { TYPE = scholarium CLASS = scientist } } } desc = { description = scholarium_2_leaders_desc } } scholarium_2_traits = { icon = "GFX_specialist_perk_scholarium_2_traits" desc = { description = scholarium_2_traits_desc } } scholarium_2_discovery = { icon = "GFX_specialist_perk_scholarium_2_discovery" desc = { description = scholarium_2_discovery_desc } } scholarium_3_modifier = { main_perk = yes subject_modifier = { country_society_research_produces_mult = 0.4 country_physics_research_produces_mult = 0.4 country_engineering_research_produces_mult = 0.4 num_tech_alternatives_add = 1 description = scholarium_3_modifier_desc } } scholarium_3_penalties = { main_perk = yes subject_modifier = { country_naval_cap_mult = -0.5 ship_military_cost_mult = 0.5 ship_military_upkeep_mult = 0.5 } } scholarium_3_discovery = { icon = "GFX_specialist_perk_scholarium_3_discovery" desc = { description = scholarium_3_discovery_desc } } scholarium_3_arctrellis = { icon = "GFX_specialist_perk_scholarium_3_arctrellis" desc = { description = scholarium_3_arctrellis_desc } activate_effect = { target = { create_ship_design = { design = "NAME_Scholarium_Arctrellis" } last_created_design = { set_design_flag = scholarium_arctrellis } add_ship_design = last_created_design } } deactivate_effect = { target = { every_owned_design = { limit = { has_design_flag = scholarium_arctrellis } save_event_target_as = remove_this_design } remove_ship_design = event_target:remove_this_design } } } ############################ # PROSPECTORIUM SPECIALIST # ############################ prospectorium_1_modifier = { main_perk = yes subject_modifier = { station_gatherers_cost_mult = -0.1 country_energy_produces_mult = 0.1 country_minerals_produces_mult = 0.1 country_alloys_produces_mult = 0.1 country_exotic_gases_produces_mult = 0.1 country_rare_crystals_produces_mult = 0.1 country_volatile_motes_produces_mult = 0.1 description = prospectorium_1_modifier_desc } # For setting the room background activate_effect = { target = { store_country_backup_data = { flag = no room = yes name = no ethics = no government = no } room_name_override = "" } } # Restore room background back to normal deactivate_effect = { target = { restore_country_backup_data = yes } } } prospectorium_1_penalties = { main_perk = yes subject_modifier = { country_physics_research_produces_mult = -0.3 country_society_research_produces_mult = -0.3 country_engineering_research_produces_mult = -0.3 description = prospectorium_1_penalties_desc } } prospectorium_1_overlord_modifier = { icon = "GFX_specialist_perk_prospectorium_1_overlord_modifier" overlord_modifier = { station_gatherers_cost_mult = -0.2 shipclass_mining_station_build_speed_mult = 0.2 } } prospectorium_1_neighbor_bonuses = { icon = "GFX_specialist_perk_prospectorium_1_neighbor_bonuses" overlord_relay_network_modifier = { specialist_prospectorium_neighbor = 1 } desc = { description = prospectorium_1_neighbor_bonuses_desc } } prospectorium_1_deposits = { icon = "GFX_specialist_perk_prospectorium_1_deposits" desc = { description = prospectorium_1_deposits_desc } } prospectorium_2_modifier = { main_perk = yes subject_modifier = { station_gatherers_cost_mult = -0.25 country_energy_produces_mult = 0.2 country_minerals_produces_mult = 0.2 country_alloys_produces_mult = 0.2 country_exotic_gases_produces_mult = 0.2 country_rare_crystals_produces_mult = 0.2 country_volatile_motes_produces_mult = 0.2 description = prospectorium_2_modifier_desc } } prospectorium_2_penalties = { main_perk = yes subject_modifier = { country_physics_research_produces_mult = -0.4 country_society_research_produces_mult = -0.4 country_engineering_research_produces_mult = -0.4 description = prospectorium_2_penalties_desc } } prospectorium_2_leaders = { icon = "GFX_specialist_perk_prospectorium_2_leaders" subject_modifier = { country_official_cap_add = 1 official_initial_skill = 1 } activate_effect = { target = { add_specialist_leaders = { TYPE = prospectorium CLASS = official } } } deactivate_effect = { target = { remove_specialist_leaders = { TYPE = prospectorium CLASS = official } } } desc = { description = prospectorium_2_leaders_desc } } prospectorium_2_traits = { icon = "GFX_specialist_perk_prospectorium_2_traits" desc = { description = prospectorium_2_traits_desc } } prospectorium_2_mining_tech = { icon = "GFX_specialist_perk_prospectorium_2_mining_tech" activate_effect = { target = { append_technology = { TECH = mine_rare_crystals } append_technology = { TECH = mine_volatile_motes } append_technology = { TECH = mine_exotic_gases } } } desc = { description = prospectorium_2_mining_tech_desc } } prospectorium_2_deposits = { icon = "GFX_specialist_perk_prospectorium_2_deposits" desc = { description = prospectorium_2_deposits_desc } } prospectorium_3_modifier = { main_perk = yes subject_modifier = { station_gatherers_cost_mult = -0.5 country_energy_produces_mult = 0.3 country_minerals_produces_mult = 0.3 country_alloys_produces_mult = 0.3 country_exotic_gases_produces_mult = 0.3 country_rare_crystals_produces_mult = 0.3 country_volatile_motes_produces_mult = 0.3 description = prospectorium_3_modifier_desc } } prospectorium_3_penalties = { main_perk = yes subject_modifier = { country_physics_research_produces_mult = -0.5 country_society_research_produces_mult = -0.5 country_engineering_research_produces_mult = -0.5 description = prospectorium_3_penalties_desc } } prospectorium_3_mining_tech = { icon = "GFX_specialist_perk_prospectorium_3_mining_tech" activate_effect = { target = { append_technology = { TECH = mine_zro } append_technology = { TECH = mine_dark_matter } append_technology = { TECH = mine_living_metal } } } desc = { description = prospectorium_3_mining_tech_desc } } prospectorium_3_deposits = { icon = "GFX_specialist_perk_prospectorium_3_deposits" desc = { description = prospectorium_3_deposits_desc } } prospectorium_3_strip_mining = { icon = "GFX_specialist_perk_prospectorium_3_strip_mining" # Auto unlocks when Tier 3 is reached. desc = { description = prospectorium_3_strip_mining_desc } }