# The Species Classes defined here are generally not available to the character creator, but will instead appear in AI empires across the galaxy. # There is also portrait_sets database that contains sets of portraits associated with species classes. # 'graphical_culture' is connected to the looks used for ships and cities; see "common/graphical_culture/". # playable = yes/no/trigger (default: yes) if this species class can is playable # randomized = yes/no/trigger (default: yes) if this species class is randomized # species_trait_points base number of species trait points available for this species class # species_max_traits maximum number of traits that species of this class can have (doesn't count those with cost == 0) # possible ethics/government requirements; see common/governments/readme_requirements.txt # gender = yes/no (default: yes) whether the species has a gender # portrait_modding yes/no (default: yes) whether the portrait can be modified with e.g. genemodding or robomodding # random_weight increases/reduces the chance of spawning this species class # ethics_to_prefer list of ethics certain species class will preffer over others # preferred_ethics_weight increases/reduces the chance of this species class choosing one of the preferred ethics HUM = { archetype = BIOLOGICAL possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } } trait = "trait_organic" graphical_culture = humanoid_01 move_pop_sound_effect = "moving_pop_confirmation" } PRE_MAM = { archetype = PRESAPIENT playable = { always = no } randomized = no trait = "trait_organic" graphical_culture = mammalian_01 move_pop_sound_effect = "moving_pop_confirmation" uplifted_into = "MAM" } PRE_REP = { archetype = PRESAPIENT playable = { always = no } randomized = no trait = "trait_organic" graphical_culture = reptilian_01 move_pop_sound_effect = "reptilian_pops_move" uplifted_into = "REP" } PRE_AVI = { archetype = PRESAPIENT playable = { always = no } randomized = no trait = "trait_organic" graphical_culture = avian_01 move_pop_sound_effect = "avian_pops_move" uplifted_into = "AVI" } PRE_ART = { archetype = PRESAPIENT playable = { always = no } randomized = no trait = "trait_organic" graphical_culture = arthropoid_01 move_pop_sound_effect = "arthopoid_pops_move" uplifted_into = "ART" } PRE_MOL = { archetype = PRESAPIENT playable = { always = no } randomized = no trait = "trait_organic" graphical_culture = molluscoid_01 move_pop_sound_effect = "molluscoid_pops_move" uplifted_into = "MOL" } PRE_FUN = { archetype = PRESAPIENT playable = { always = no } randomized = no trait = "trait_organic" graphical_culture = fungoid_01 move_pop_sound_effect = "fungoid_pops_move" uplifted_into = "FUN" } # Plantoids Species Pack PRE_PLANT = { archetype = PRESAPIENT playable = { always = no } randomized = no trait = "trait_organic" graphical_culture = plantoid_01 move_pop_sound_effect = "moving_pop_confirmation" uplifted_into = "PLANT" } # Lithoids Species Pack PRE_LITHOID = { archetype = PRESAPIENT playable = { always = no } randomized = no trait = "trait_lithoid" graphical_culture = lithoid_01 move_pop_sound_effect = "reptilian_pops_move" uplifted_into = "LITHOID" } ## Necroids Species Pack #PRE_NECROID = { # archetype = PRESAPIENT # # playable = { # always = no # } # randomized = no # # graphical_culture = necroid_01 # move_pop_sound_effect = "moving_pop_confirmation" # uplifted_into = "NECROID" #} # Aquatics Species pack PRE_AQUATIC = { archetype = PRESAPIENT playable = { always = no } randomized = no trait = "trait_organic" graphical_culture = aquatic_01 move_pop_sound_effect = "molluscoid_pops_move" uplifted_into = "AQUATIC" } # Toxic Species pack PRE_TOX = { archetype = PRESAPIENT playable = { always = no } randomized = no trait = "trait_organic" graphical_culture = toxoid_01 move_pop_sound_effect = "molluscoid_pops_move" uplifted_into = "TOX" } # Infernals Species pack PRE_INF = { archetype = PRESAPIENT playable = { always = no } randomized = no trait = "trait_infernal" graphical_culture = infernal_01 move_pop_sound_effect = "molluscoid_pops_move" uplifted_into = "INF" } AI = { playable = { always = no } randomized = no gender = no graphical_culture = ai_01 move_pop_sound_effect = "moving_pop_confirmation" resources = {} } SWARM = { archetype = OTHER playable = { always = no } randomized = no gender = no graphical_culture = swarm_01 move_pop_sound_effect = "moving_pop_confirmation" } EXD = { archetype = OTHER playable = { always = no } randomized = no gender = no graphical_culture = extra_dimensional_01 move_pop_sound_effect = "moving_pop_confirmation" trait = "trait_exd" } ROBOT = { archetype = ROBOT playable = { has_global_flag = game_started } randomized = no gender = yes use_climate_preference = no portrait_modding = yes leader_age_min = 1 leader_age_max = 10 graphical_culture = ai_01 move_pop_sound_effect = "robot_pops_move" resources = {} } MACHINE = { archetype = MACHINE possible = { AND = { limit = { has_machine_age_dlc = yes } authority = { NOT = { value = auth_hive_mind } } } AND = { limit = { has_machine_age_dlc = no } authority = { # Prunes every potential authority except machine intelligence NOR = { value = auth_democratic value = auth_oligarchic value = auth_dictatorial value = auth_imperial value = auth_hive_mind value = auth_ancient_machine_intelligence value = auth_corporate text = SPECIES_CLASS_MUST_USE_MACHINE_INTELLIGENCE } } ethics = { # Prunes every potential etchic except gestalt consciousness NOR = { value = ethic_fanatic_authoritarian value = ethic_authoritarian value = ethic_fanatic_egalitarian value = ethic_egalitarian value = ethic_fanatic_xenophobe value = ethic_xenophobe value = ethic_fanatic_xenophile value = ethic_xenophile value = ethic_fanatic_militarist value = ethic_militarist value = ethic_fanatic_pacifist value = ethic_pacifist value = ethic_fanatic_spiritualist value = ethic_spiritualist value = ethic_fanatic_materialist value = ethic_materialist text = SPECIES_CLASS_MUST_USE_GESTALT_CONSCIOUSNESS } } } AND = { limit = { has_synthetic_dawn = no has_machine_age_dlc = no has_shroud_dlc = yes } origin = { value = origin_shroud_forged } } } possible_secondary = { always = no text = SECONDARY_SPECIES_CLASS_INVALID } playable = { OR = { has_synthetic_dawn = yes has_machine_age_dlc = yes AND = { is_scope_valid = yes has_origin = origin_shroud_forged } } } randomized = { OR = { has_synthetic_dawn = yes has_machine_age_dlc = yes AND = { is_scope_valid = yes has_origin = origin_shroud_forged } } # The create_species effect can't properly take the possible trigger below into account. # Work around this by disabling this class for species randomization after game start. NOT = { has_global_flag = game_started } } trait = trait_machine_unit gender = yes use_climate_preference = no portrait_modding = yes leader_age_min = 5 leader_age_max = 10 graphical_culture = synthetics_01 move_pop_sound_effect = "robot_pops_move" resources = {} random_weight = { base = 1 } ethics_to_prefer = { ethic_gestalt_consciousness } preferred_ethics_weight = { base = 6.5 #about 50% of machine empires would spawn as gestalt consciousness vs any type of individualistic } } # Enclaves SALVAGER = { archetype = BIOLOGICAL playable = { always = no } randomized = no gender = no graphical_culture = mammalian_01 move_pop_sound_effect = "moving_pop_confirmation" } SHROUDWALKER = { archetype = BIOLOGICAL playable = { always = no } randomized = no gender = no graphical_culture = mammalian_01 move_pop_sound_effect = "moving_pop_confirmation" } MINDWARDEN_ENCLAVE = { archetype = BIOLOGICAL playable = { always = no } randomized = no gender = no graphical_culture = mindwarden_01 move_pop_sound_effect = "moving_pop_confirmation" } # Legendary Galactic Paragons PARAGON = { archetype = BIOLOGICAL playable = { always = no } randomized = no gender = no graphical_culture = mammalian_01 move_pop_sound_effect = "moving_pop_confirmation" } MSI_SLAVER = { archetype = BIOLOGICAL playable = { always = no } randomized = no trait = "trait_organic" gender = yes graphical_culture = mammalian_01 move_pop_sound_effect = "moving_pop_confirmation" } SOLARPUNK = { archetype = BIOLOGICAL playable = { has_first_contact_dlc = yes } randomized = { always = no } graphical_culture = solarpunk_01 generate_shipset = no move_pop_sound_effect = "moving_pop_confirmation" }