# The Species Classes defined here are the ones you can choose from in the character creator. The portraits for prescripted races are grabbed straight from the .gfx file. # 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 MAM = { archetype = BIOLOGICAL possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } } trait = "trait_organic" graphical_culture = mammalian_01 move_pop_sound_effect = "moving_pop_confirmation" resources = {} } REP = { archetype = BIOLOGICAL possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } } trait = "trait_organic" graphical_culture = reptilian_01 move_pop_sound_effect = "reptilian_pops_move" resources = {} } AVI = { archetype = BIOLOGICAL possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } } trait = "trait_organic" graphical_culture = avian_01 move_pop_sound_effect = "avian_pops_move" resources = {} } ART = { archetype = BIOLOGICAL possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } } trait = "trait_organic" graphical_culture = arthropoid_01 move_pop_sound_effect = "arthopoid_pops_move" resources = {} } MOL = { archetype = BIOLOGICAL possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } } trait = "trait_organic" graphical_culture = molluscoid_01 move_pop_sound_effect = "molluscoid_pops_move" } FUN = { archetype = BIOLOGICAL possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } } trait = "trait_organic" graphical_culture = fungoid_01 move_pop_sound_effect = "fungoid_pops_move" resources = {} } PLANT = { archetype = BIOLOGICAL possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } } playable = { OR = { host_has_dlc = "Plantoids Species Pack" local_has_dlc = "Ancient Relics Story Pack" } } trait = "trait_organic" gender = yes graphical_culture = plantoid_01 resources = {} } LITHOID = { archetype = LITHOID playable = { has_lithoids = yes } possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } } randomized = { has_lithoids = yes } graphical_culture = lithoid_01 move_pop_sound_effect = "reptilian_pops_move" resources = {} trait = "trait_lithoid" } NECROID = { archetype = BIOLOGICAL playable = { has_necroids = yes } possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } } randomized = { has_necroids = yes } trait = "trait_organic" gender = yes graphical_culture = necroid_01 move_pop_sound_effect = "molluscoid_pops_move" resources = {} } # This species class should only be used for its ship set IMPERIAL = { playable = { has_nemesis = yes } randomized = { always = no } graphical_culture = nemesis_01 } AQUATIC = { archetype = BIOLOGICAL playable = { OR = { has_aquatics = yes has_shroud_dlc = yes } } possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } } randomized = { OR = { has_aquatics = yes has_shroud_dlc = yes } } trait = "trait_organic" gender = yes graphical_culture = aquatic_01 move_pop_sound_effect = "molluscoid_pops_move" resources = {} } TOX = { archetype = BIOLOGICAL playable = { has_toxoids = yes } possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } } randomized = { has_toxoids = yes } trait = "trait_organic" gender = yes graphical_culture = toxoid_01 move_pop_sound_effect = "molluscoid_pops_move" resources = {} } CYBERNETIC = { randomized = { always = no } graphical_culture = cybernetics_01 } # Deliberately before BIOGENESIS_01 so that the "friendlier" biological ships are shown first. BIOGENESIS_02 = { # This species class should only be used for its ship set playable = { has_biogenesis_dlc = yes } randomized = { always = no } graphical_culture = biogenesis_02 } BIOGENESIS_01 = { archetype = BIOLOGICAL playable = { has_biogenesis_dlc = yes } possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } } randomized = { has_biogenesis_dlc = yes } trait = "trait_organic" gender = yes graphical_culture = biogenesis_01 move_pop_sound_effect = "molluscoid_pops_move" resources = {} } WILDERNESS = { # This species class should only be used for its city set playable = { has_biogenesis_dlc = yes } randomized = { always = no } graphical_culture = wilderness_01 generate_shipset = no } PSIONIC = { # This species class should only be used for its ship set playable = { has_shroud_dlc = yes } randomized = { always = no } graphical_culture = psionic_01 } MINDWARDEN = { archetype = BIOLOGICAL playable = { has_shroud_dlc = yes } possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } } randomized = { always = no } trait = "trait_organic" gender = yes graphical_culture = mindwarden_01 move_pop_sound_effect = "moving_pop_confirmation" resources = {} } INF = { archetype = BIOLOGICAL playable = { has_infernals = yes } possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } } randomized = { has_infernals = yes } gender = yes graphical_culture = infernal_01 move_pop_sound_effect = "molluscoid_pops_move" resources = {} trait = "trait_infernal" removed_climate_labels = {TYPE_HEADER_03} added_climate_labels = {TYPE_HEADER_04} removed_planet_types = {pc_arctic pc_alpine pc_tundra} added_planet_types = {pc_volcanic} }