####################### # Research Technology # ####################### tech_storm_manipulation = { cost = { factor = @tier2cost2 inline_script = { script = technologies/cosmic_storms_technologies_cost_modifiers } } area = physics category = { field_manipulation } tier = 2 is_rare = no weight = @tier2weight2 prerequisites = { "tech_industrial_storm_protection" } potential = { has_cosmic_storms_dlc = yes } weight_modifier = { inline_script = { script = technologies/cosmic_storms_technologies_weight_modifiers } modifier = { factor = 0 OR = { has_origin = origin_storm_chasers # Unlocked in the origin situation num_cosmic_storms_encountered < 3 } } } gateway = tech_advanced_storm_manipulation ai_weight = { weight = 10 modifier = { add = 1 has_technology = tech_industrial_storm_protection } modifier = { add = 1 num_cosmic_storms_encountered >= 3 } } } tech_advanced_storm_manipulation = { cost = { factor = @tier3cost1 inline_script = { script = technologies/cosmic_storms_technologies_cost_modifiers } } area = physics category = { field_manipulation } tier = 3 is_rare = yes weight = @tier3weight1 prerequisites = { "tech_storm_manipulation" } feature_flags = { sustain_cosmic_storm_unlocked } potential = { has_cosmic_storms_dlc = yes } weight_modifier = { inline_script = { script = technologies/cosmic_storms_technologies_weight_modifiers } modifier = { factor = 0.5 num_cosmic_storms_encountered < 5 } } ai_weight = { weight = 1 modifier = { add = 1 num_cosmic_storms_encountered >= 3 } } } tech_industrial_storm_protection = { cost = { factor = @tier1cost1 inline_script = { script = technologies/cosmic_storms_technologies_cost_modifiers } } area = engineering category = { industry } tier = 1 is_rare = no weight = @tier1weight1 potential = { has_cosmic_storms_dlc = yes } technology_swap = { # Wilderness icon swap name = tech_storm_relief_center inherit_icon = no inherit_effects = yes trigger = { is_wilderness_empire = yes } } weight_modifier = { inline_script = { script = technologies/cosmic_storms_technologies_weight_modifiers } modifier = { factor = 0 num_cosmic_storms_encountered < 1 } modifier = { factor = 2 OR = { has_origin = origin_storm_chasers has_storm_attraction_civic = yes } } } gateway = tech_advanced_industrial_storm_protection modifier = { country_storm_protection_tech_level_add = 1 show_only_custom_tooltip = yes } ai_weight = { weight = 5 modifier = { add = 2 OR = { num_cosmic_storms_encountered >= 1 any_neighbor_country = { num_cosmic_storms_encountered >= 1 } } } modifier = { add = 1 has_technology = tech_storm_manipulation } } } tech_advanced_industrial_storm_protection = { cost = { factor = @tier2cost1 inline_script = { script = technologies/cosmic_storms_technologies_cost_modifiers } } area = engineering category = { industry } tier = 2 is_rare = no weight = @tier2weight1 prerequisites = { "tech_industrial_storm_protection" } potential = { has_cosmic_storms_dlc = yes is_wilderness_empire = no } weight_modifier = { inline_script = { script = technologies/cosmic_storms_technologies_weight_modifiers } modifier = { factor = 0.5 num_cosmic_storms_encountered < 4 } modifier = { factor = 2 OR = { has_origin = origin_storm_chasers has_storm_attraction_civic = yes } } } modifier = { country_storm_protection_tech_level_add = 1 } ai_weight = { weight = 5 modifier = { add = 1 num_buildings = { type = building_storm_resistant_production value > 0 } } } } tech_storm_prediction_1 = { cost = { factor = @tier1cost2 inline_script = { script = technologies/cosmic_storms_technologies_cost_modifiers } } area = physics category = { computing } tier = 1 is_rare = no weight = @tier1weight3 prerequisites = { "tech_industrial_storm_protection" } modifier = { country_storm_location_intel_add = 1 country_storm_movement_intel_add = 1 custom_tooltip = BLANK_STRING } prereqfor_desc = { hide_prereq_for_desc = component custom = { title = tech_storm_prediction_1_title desc = tech_storm_prediction_1_tooltip } } potential = { has_cosmic_storms_dlc = yes } weight_modifier = { inline_script = { script = technologies/cosmic_storms_technologies_weight_modifiers } modifier = { factor = 0 num_cosmic_storms_encountered < 1 } modifier = { factor = 2 OR = { has_origin = origin_storm_chasers has_storm_attraction_civic = yes } } } gateway = tech_storm_prediction ai_weight = { weight = 1 modifier = { factor = 2 has_origin = origin_storm_chasers } } } tech_storm_prediction_2 = { cost = { factor = @tier3cost2 inline_script = { script = technologies/cosmic_storms_technologies_cost_modifiers } } area = physics category = { computing } tier = 3 is_rare = yes weight = @tier3weight3 prerequisites = { "tech_storm_prediction_1" } modifier = { country_storm_location_intel_add = 2 country_storm_movement_intel_add = 2 custom_tooltip = BLANK_STRING } prereqfor_desc = { hide_prereq_for_desc = component custom = { title = tech_storm_prediction_2_title desc = tech_storm_prediction_2_tooltip } } potential = { has_cosmic_storms_dlc = yes } weight_modifier = { inline_script = { script = technologies/cosmic_storms_technologies_weight_modifiers } modifier = { factor = 0.5 num_cosmic_storms_encountered < 3 } modifier = { factor = 2 OR = { has_origin = origin_storm_chasers has_storm_attraction_civic = yes } } } ai_weight = { weight = 1 modifier = { factor = 2 has_origin = origin_storm_chasers } } } tech_ship_hull_storm_breaker_1 = { cost = { factor = @tier1cost2 inline_script = { script = technologies/cosmic_storms_technologies_cost_modifiers } } area = engineering category = { materials } tier = 1 is_rare = no weight = @tier1weight1 prerequisites = { "tech_storm_prediction_1" } potential = { has_cosmic_storms_dlc = yes } modifier = { storm_ship_hull_breaker_mult = -0.45 custom_tooltip = MOD_SHIP_HULL_STORM_BREAKER_1 } weight_modifier = { inline_script = { script = technologies/cosmic_storms_technologies_weight_modifiers } modifier = { factor = 0 num_cosmic_storms_encountered < 1 } modifier = { factor = 2 OR = { has_origin = origin_storm_chasers has_storm_attraction_civic = yes } } } ai_weight = { weight = 5 modifier = { factor = 2 num_cosmic_storms_encountered >= 3 } } gateway = tech_ship_hull_storm_breaker } tech_ship_hull_storm_breaker_2 = { cost = { factor = @tier2cost1 inline_script = { script = technologies/cosmic_storms_technologies_cost_modifiers } } area = engineering category = { materials } tier = 2 is_rare = no weight = @tier2weight2 prerequisites = { "tech_ship_hull_storm_breaker_1" } potential = { has_cosmic_storms_dlc = yes } weight_modifier = { inline_script = { script = technologies/cosmic_storms_technologies_weight_modifiers } modifier = { factor = 0.5 num_cosmic_storms_encountered < 3 } modifier = { factor = 2 OR = { has_origin = origin_storm_chasers has_storm_attraction_civic = yes } } } ai_weight = { weight = 1 modifier = { factor = 2 num_cosmic_storms_encountered >= 5 } } modifier = { storm_ship_hull_breaker_mult = -0.45 custom_tooltip = MOD_SHIP_HULL_STORM_BREAKER_2 } } tech_ship_storm_weapons_1 = { cost = { factor = @tier1cost2 inline_script = { script = technologies/cosmic_storms_technologies_cost_modifiers } } area = engineering category = { voidcraft } tier = 1 is_rare = no weight = @tier1weight1 prerequisites = { "tech_storm_prediction_1" } potential = { has_cosmic_storms_dlc = yes } weight_modifier = { inline_script = { script = technologies/cosmic_storms_technologies_weight_modifiers } modifier = { factor = 0 num_cosmic_storms_encountered < 1 } modifier = { factor = 2 OR = { has_origin = origin_storm_chasers has_storm_attraction_civic = yes } } } gateway = tech_ship_hull_storm_weapons modifier = { custom_tooltip = MOD_SHIP_STORM_WEAPONS_1 } ai_weight = { weight = 5 modifier = { factor = 2 num_cosmic_storms_encountered >= 3 } } } tech_ship_storm_weapons_2 = { cost = { factor = @tier2cost1 inline_script = { script = technologies/cosmic_storms_technologies_cost_modifiers } } area = engineering category = { voidcraft } tier = 2 is_rare = no weight = @tier2weight3 prerequisites = { "tech_ship_storm_weapons_1" } potential = { has_cosmic_storms_dlc = yes } weight_modifier = { inline_script = { script = technologies/cosmic_storms_technologies_weight_modifiers } modifier = { factor = 0.5 num_cosmic_storms_encountered < 3 } modifier = { factor = 2 OR = { has_origin = origin_storm_chasers has_storm_attraction_civic = yes } } } modifier = { custom_tooltip = MOD_SHIP_STORM_WEAPONS_2 } ai_weight = { weight = 1 modifier = { factor = 2 num_cosmic_storms_encountered >= 5 } } }