# Star classes add further definition to solar system initializers, in that they apply certain conditions to the whole star system. A given system initializer may either make an explicit choice of star class (e.g. "class = sc_f") or else choose one from a random list (e.g. "rl_binary_stars"). The random lists of star classes are defined further down in this file. ### EXAMPLE: # sc_b = { # The ID for this star class, which is then called in relevant system initializers # class = b_star # ID as referenced by GFX and code, to determine lighting # planet = { key = pc_b_star } # ID for the 'planet' class which defines the actual star: its 3D asset, size, colonization setting, etc. # spawn_odds = 10 # Weighting applied to random_lists which include this star class # num_planets = { min = 4 max = 10 } # How many planets should be spawned in systems using this star class (using the 'spawn_odds' of each planet class) # crisis_star_class = sc_m # Override for the crisis terraforming - sets custom star class instead of the default # can_be_crisis_terraformed = no # Used to block a star class from being changed by the crisis terraforming # NOTE: You may also set the odds that a given planet class will or will not spawn for system initializers which use this star class. By default the game will assume all planet classes are valid for random draws (while obeying placement rules like 'min_distance_from_sun') unless the spawn_odds for that planet class have been set to '0' (see 'common\planet_classes\00_planet_classes.txt'). For example: # pc_savannah = { spawn_odds = 0.5 } # Savannah-class planets will appear in random draws half as often (@habitable_spawn_odds * 0.5) # pc_continental = { spawn_odds = 0 } # Continental-class planets may never spawn here randomly (@habitable_spawn_odds * 0) # } ############### # STAR CLASSES ############### # Blue Stars sc_b = { class = b_star planet = { key = pc_b_star } spawn_odds = 10 num_planets = { min = 4 max = 10 } pc_continental = { spawn_odds = 0.4 } pc_desert = { spawn_odds = 0.4 } pc_tropical = { spawn_odds = 0.4 } pc_arid = { spawn_odds = 0.4 } pc_ocean = { spawn_odds = 0.4 } pc_tundra = { spawn_odds = 0.4 } pc_arctic = { spawn_odds = 0.4 } pc_alpine = { spawn_odds = 0.4 } pc_savannah = { spawn_odds = 0.4 } } # White or Blueish Stars sc_a = { class = a_star planet = { key = pc_a_star } spawn_odds = 10 num_planets = { min = 4 max = 10 } pc_continental = { spawn_odds = 0.4 } pc_desert = { spawn_odds = 0.4 } pc_tropical = { spawn_odds = 0.4 } pc_arid = { spawn_odds = 0.4 } pc_ocean = { spawn_odds = 0.4 } pc_tundra = { spawn_odds = 0.4 } pc_arctic = { spawn_odds = 0.4 } pc_alpine = { spawn_odds = 0.4 } pc_savannah = { spawn_odds = 0.4 } } # Yellow-White Dwarves sc_f = { class = f_star planet = { key = pc_f_star } spawn_odds = 15 num_planets = { min = 4 max = 10 } } # Yellow Dwarves sc_g = { class = g_star planet = { key = pc_g_star } spawn_odds = 30 num_planets = { min = 4 max = 10 } } # Orange Dwarves sc_k = { class = k_star planet = { key = pc_k_star } spawn_odds = 20 num_planets = { min = 4 max = 10 } } # Red Dwarves sc_m = { class = m_star planet = { key = pc_m_star } spawn_odds = 20 num_planets = { min = 4 max = 10 } pc_continental = { spawn_odds = 0.3 } pc_desert = { spawn_odds = 0.3 } pc_tropical = { spawn_odds = 0.3 } pc_arid = { spawn_odds = 0.3 } pc_ocean = { spawn_odds = 0.3 } pc_tundra = { spawn_odds = 0.3 } pc_arctic = { spawn_odds = 0.3 } pc_alpine = { spawn_odds = 0.3 } pc_savannah = { spawn_odds = 0.3 } } # Red Giants sc_m_giant = { class = m_star planet = { key = pc_m_giant_star } spawn_odds = 20 num_planets = { min = 4 max = 10 } pc_continental = { spawn_odds = 0.075 } pc_desert = { spawn_odds = 0.075 } pc_tropical = { spawn_odds = 0.075 } pc_arid = { spawn_odds = 0.075 } pc_ocean = { spawn_odds = 0.075 } pc_tundra = { spawn_odds = 0.075 } pc_arctic = { spawn_odds = 0.075 } pc_alpine = { spawn_odds = 0.075 } pc_savannah = { spawn_odds = 0.075 } } # Brown Dwarves sc_t = { class = t_star planet = { key = pc_t_star } spawn_odds = 10 num_planets = { min = 4 max = 10 } pc_continental = { spawn_odds = 0.3 } pc_desert = { spawn_odds = 0.3 } pc_tropical = { spawn_odds = 0.3 } pc_arid = { spawn_odds = 0.3 } pc_ocean = { spawn_odds = 0.3 } pc_tundra = { spawn_odds = 0.3 } pc_arctic = { spawn_odds = 0.3 } pc_alpine = { spawn_odds = 0.3 } pc_savannah = { spawn_odds = 0.3 } } sc_black_hole = { class = black_hole icon_scale = 2.0 planet = { key = pc_black_hole } spawn_odds = 0.8 num_planets = { min = 1 max = 4 } pc_gas_giant = { spawn_odds = 0 } pc_desert = { spawn_odds = 0 } pc_tropical = { spawn_odds = 0 } pc_arid = { spawn_odds = 0 } pc_continental = { spawn_odds = 0 } pc_ocean = { spawn_odds = 0 } pc_tundra = { spawn_odds = 0 } pc_arctic = { spawn_odds = 0 } pc_gaia = { spawn_odds = 0 } pc_alpine = { spawn_odds = 0 } pc_savannah = { spawn_odds = 0 } is_environmental_hazard = yes can_be_crisis_terraformed = no modifier = { ship_disengage_chance_reduction = 0.5 ship_emergency_ftl_min_days_mult = 0.5 } } sc_neutron_star = { class = neutron_star icon_scale = 1.5 planet = { key = pc_neutron_star } spawn_odds = 0.4 num_planets = { min = 1 max = 4 } pc_desert = { spawn_odds = 0 } pc_tropical = { spawn_odds = 0 } pc_arid = { spawn_odds = 0 } pc_continental = { spawn_odds = 0 } pc_ocean = { spawn_odds = 0 } pc_tundra = { spawn_odds = 0 } pc_arctic = { spawn_odds = 0 } pc_gaia = { spawn_odds = 0 } pc_alpine = { spawn_odds = 0 } pc_savannah = { spawn_odds = 0 } is_environmental_hazard = yes modifier = { ship_speed_reduction = 0.5 # Be careful about using this modifier outside of star classes, it can throw off the ETA for ships } } sc_pulsar = { class = pulsar icon_scale = 2.25 planet = { key = pc_pulsar } spawn_odds = 0.4 num_planets = { min = 1 max = 4 } pc_desert = { spawn_odds = 0 } pc_tropical = { spawn_odds = 0 } pc_arid = { spawn_odds = 0 } pc_continental = { spawn_odds = 0 } pc_ocean = { spawn_odds = 0 } pc_tundra = { spawn_odds = 0 } pc_arctic = { spawn_odds = 0 } pc_gaia = { spawn_odds = 0 } pc_alpine = { spawn_odds = 0 } pc_savannah = { spawn_odds = 0 } is_environmental_hazard = yes modifier = { ship_shield_reduction = 1.0 } } sc_binary_1 = { # X-ray Binary Star System: Blue star around a Pulsar class = a_star icon = e_binary_star planet = { key = pc_a_star class = a_star } planet = { key = pc_pulsar class = pulsar } spawn_odds = 5 num_planets = { min = 4 max = 10 } pc_desert = { spawn_odds = 0 } pc_tropical = { spawn_odds = 0 } pc_arid = { spawn_odds = 0 } pc_continental = { spawn_odds = 0 } pc_ocean = { spawn_odds = 0 } pc_tundra = { spawn_odds = 0 } pc_arctic = { spawn_odds = 0 } pc_gaia = { spawn_odds = 0 } pc_alpine = { spawn_odds = 0 } pc_savannah = { spawn_odds = 0 } is_environmental_hazard = yes crisis_star_class = sc_crisis_binary_1 modifier = { ship_shield_reduction = 1.0 } } sc_crisis_binary_1 = { # X-ray Binary Star System: Blue star around a Pulsar class = m_star icon = e_binary_star planet = { key = pc_m_giant_star class = m_star } planet = { key = pc_pulsar class = pulsar } is_environmental_hazard = yes modifier = { ship_shield_reduction = 1.0 } } sc_binary_2 = { # X-ray Binary Star System 2: Blue star around a Neutron class = b_star icon = e_binary_star planet = { key = pc_b_star class = b_star } planet = { key = pc_neutron_star class = neutron_star } spawn_odds = 5 num_planets = { min = 4 max = 10 } pc_desert = { spawn_odds = 0 } pc_tropical = { spawn_odds = 0 } pc_arid = { spawn_odds = 0 } pc_continental = { spawn_odds = 0 } pc_ocean = { spawn_odds = 0 } pc_tundra = { spawn_odds = 0 } pc_arctic = { spawn_odds = 0 } pc_gaia = { spawn_odds = 0 } pc_alpine = { spawn_odds = 0 } pc_savannah = { spawn_odds = 0 } is_environmental_hazard = yes crisis_star_class = sc_crisis_binary_2 modifier = { ship_speed_reduction = 0.5 # Be careful about using this modifier outside of star classes, it can throw off the ETA for ships } } sc_crisis_binary_2 = { # X-ray Binary Star System 2: Blue star around a Neutron class = m_star icon = c_binary_star planet = { key = pc_m_giant_star class = m_star } planet = { key = pc_neutron_star class = neutron_star } is_environmental_hazard = yes modifier = { ship_speed_reduction = 0.5 # Be careful about using this modifier outside of star classes, it can throw off the ETA for ships } } sc_binary_3 = { # Binary System: Red star paired with White star class = m_star icon = c_binary_star planet = { key = pc_m_giant_star class = m_star } planet = { key = pc_b_star class = b_star } spawn_odds = 5 num_planets = { min = 4 max = 10 } pc_desert = { spawn_odds = 0 } pc_tropical = { spawn_odds = 0 } pc_arid = { spawn_odds = 0 } pc_continental = { spawn_odds = 0 } pc_ocean = { spawn_odds = 0 } pc_tundra = { spawn_odds = 0 } pc_arctic = { spawn_odds = 0 } pc_gaia = { spawn_odds = 0 } pc_alpine = { spawn_odds = 0 } pc_savannah = { spawn_odds = 0 } } sc_binary_4 = { # Binary System: Red star paired with White dwarf class = m_star icon = c_binary_star planet = { key = pc_m_giant_star class = m_star } planet = { key = pc_f_star class = f_star } spawn_odds = 5 num_planets = { min = 4 max = 10 } pc_desert = { spawn_odds = 0 } pc_tropical = { spawn_odds = 0 } pc_arid = { spawn_odds = 0 } pc_continental = { spawn_odds = 0 } pc_ocean = { spawn_odds = 0 } pc_tundra = { spawn_odds = 0 } pc_arctic = { spawn_odds = 0 } pc_gaia = { spawn_odds = 0 } pc_alpine = { spawn_odds = 0 } pc_savannah = { spawn_odds = 0 } } sc_binary_5 = { # Binary System: Two Blue stars class = b_star icon = a_binary_star planet = { key = pc_b_star class = b_star } planet = { key = pc_b_star class = b_star } crisis_star_class = sc_crisis_binary_5 spawn_odds = 5 num_planets = { min = 4 max = 10 } } sc_crisis_binary_5 = { # Binary System: Two Blue stars class = m_star icon = d_binary_star planet = { key = pc_m_star class = m_star } planet = { key = pc_b_star class = b_star } } sc_binary_6 = { # Binary System: Red with Yellow class = m_star icon = d_binary_star planet = { key = pc_m_star class = m_star } planet = { key = pc_g_star class = g_star } spawn_odds = 5 num_planets = { min = 4 max = 10 } } sc_binary_7 = { # Binary System: Orange with Yellow-White class = k_star icon = d_binary_star planet = { key = pc_k_star class = k_star } planet = { key = pc_f_star class = f_star } crisis_star_class = sc_crisis_binary_7_8_9 spawn_odds = 5 num_planets = { min = 4 max = 10 } } sc_binary_8 = { # Binary System: Yellow with Yellow-White class = g_star icon = d_binary_star planet = { key = pc_g_star class = g_star } planet = { key = pc_f_star class = f_star } crisis_star_class = sc_crisis_binary_7_8_9 spawn_odds = 5 num_planets = { min = 4 max = 10 } } sc_binary_9 = { # Binary System: Sirius class = a_star icon = a_binary_star planet = { key = pc_a_star class = a_star } planet = { key = pc_f_star class = f_star } crisis_star_class = sc_crisis_binary_7_8_9 spawn_odds = 5 num_planets = { min = 4 max = 10 } } sc_crisis_binary_7_8_9 = { # Binary System: Two Blue stars class = m_star icon = d_binary_star planet = { key = pc_m_star class = m_star } planet = { key = pc_f_star class = f_star } } sc_binary_10 = { # Binary System: Brown Dwarf class = a_star icon = a_binary_star planet = { key = pc_a_star class = a_star } planet = { key = pc_t_star class = t_star } crisis_star_class = sc_crisis_binary_7_8_9 spawn_odds = 5 num_planets = { min = 4 max = 10 } } sc_crisis_binary_10 = { # Binary System: Two Blue stars class = m_star icon = d_binary_star planet = { key = pc_m_star class = m_star } planet = { key = pc_t_star class = t_star } } sc_trinary_1 = { # Trinary System class = g_star icon = a_trinary_star planet = { key = pc_g_star class = g_star } planet = { key = pc_m_star class = m_star } planet = { key = pc_k_star class = k_star } crisis_star_class = sc_crisis_trinary_1 spawn_odds = 30 num_planets = { min = 4 max = 10 } } sc_crisis_trinary_1 = { # Trinary System class = m_star icon = a_trinary_star planet = { key = pc_m_star class = m_star } planet = { key = pc_m_star class = m_star } planet = { key = pc_k_star class = k_star } } sc_trinary_2 = { # Trinary System class = b_star icon = a_trinary_star planet = { key = pc_b_star class = b_star } planet = { key = pc_a_star class = a_star } planet = { key = pc_f_star class = f_star } crisis_star_class = sc_crisis_trinary_2 spawn_odds = 30 num_planets = { min = 4 max = 10 } } sc_crisis_trinary_2 = { # Trinary System class = m_star icon = a_trinary_star planet = { key = pc_m_giant_star class = m_star } planet = { key = pc_a_star class = a_star } planet = { key = pc_f_star class = f_star } } sc_trinary_3 = { # Trinary System class = k_star icon = a_trinary_star planet = { key = pc_k_star class = k_star } planet = { key = pc_f_star class = f_star } planet = { key = pc_g_star class = g_star } crisis_star_class = sc_crisis_trinary_3 spawn_odds = 30 num_planets = { min = 4 max = 10 } } sc_crisis_trinary_3 = { # Trinary System class = m_star icon = a_trinary_star planet = { key = pc_m_star class = m_star } planet = { key = pc_f_star class = f_star } planet = { key = pc_g_star class = g_star } } sc_trinary_4 = { # Trinary System class = b_star icon = a_trinary_star planet = { key = pc_b_star class = b_star } planet = { key = pc_k_star class = k_star } planet = { key = pc_t_star class = t_star } crisis_star_class = sc_crisis_trinary_4 spawn_odds = 30 num_planets = { min = 4 max = 10 } } sc_crisis_trinary_4 = { # Trinary System class = m_star icon = a_trinary_star planet = { key = pc_m_giant_star class = m_star } planet = { key = pc_k_star class = k_star } planet = { key = pc_t_star class = t_star } } sc_toxoid_star = { class = toxoid_star icon = x_star planet = { key = pc_toxoid_star } spawn_odds = 0 is_environmental_hazard = yes modifier = { ship_armor_reduction = 1.0 } } sc_rift_star = { class = rift_star planet = { key = pc_rift_star } spawn_odds = 0 num_planets = { min = 1 max = 12 } pc_gas_giant = { spawn_odds = 0 } pc_desert = { spawn_odds = 0 } pc_tropical = { spawn_odds = 0 } pc_arid = { spawn_odds = 0 } pc_continental = { spawn_odds = 0 } pc_ocean = { spawn_odds = 0 } pc_tundra = { spawn_odds = 0 } pc_arctic = { spawn_odds = 0 } pc_gaia = { spawn_odds = 0 } pc_alpine = { spawn_odds = 0 } pc_savannah = { spawn_odds = 0 } is_environmental_hazard = yes can_be_crisis_terraformed = no modifier = {} } ############### # RANDOM LISTS ############### random_list = { name = "rl_binary_stars" stars = { "sc_binary_1" "sc_binary_2" "sc_binary_3" "sc_binary_4" "sc_binary_5" "sc_binary_6" "sc_binary_7" "sc_binary_8" "sc_binary_9" "sc_binary_10" } } random_list = { name = "rl_trinary_stars" stars = { "sc_trinary_1" "sc_trinary_2" "sc_trinary_3" "sc_trinary_4" } } random_list = { name = "rl_standard_stars" stars = { "sc_a" "sc_b" "sc_f" "sc_g" "sc_k" "sc_m" "sc_m_giant" } } random_list = { name = "rl_red_stars" stars = { "sc_k" "sc_m" "sc_m_giant" } } random_list = { name = "rl_starting_stars" stars = { "sc_a" "sc_b" "sc_f" "sc_g" "sc_k" "sc_m" } } random_list = { name = "rl_binary_starting_stars" stars = { "sc_binary_5" "sc_binary_6" "sc_binary_7" "sc_binary_8" "sc_binary_9" "sc_binary_10" } } random_list = { name = "rl_special_stars" stars = { "sc_black_hole" "sc_neutron_star" "sc_pulsar" } } random_list = { name = "rl_dwarf_stars" stars = { "sc_f" "sc_g" "sc_k" "sc_m" "sc_t" } } random_list = { name = "rl_all_stars" stars = { "sc_a" "sc_b" "sc_f" "sc_g" "sc_k" "sc_m" "sc_m_giant" "sc_t" "sc_black_hole" "sc_neutron_star" "sc_pulsar" } }