###################### # Gestalt solar panels ##################### tech_solar_panel_network = { area = engineering tier = 0 category = { voidcraft } prerequisites = { "tech_starbase_2" } start_tech = yes } # ################## # Ship Sizes # ################## tech_space_exploration = { cost = 0 area = engineering start_tech = yes category = { voidcraft } tier = 0 #allow auto-explore on science ships feature_flags = { tech_automated_exploration unlocks_auto_research } prereqfor_desc = { ship = { title = "TECH_UNLOCK_SCIENCE_SHIP_CONSTRUCTION_TITLE" desc = "TECH_UNLOCK_SCIENCE_SHIP_CONSTRUCTION_DESC" } } } tech_corvettes = { cost = @tier0cost1 area = engineering start_tech = yes category = { voidcraft } prerequisites = { "tech_starbase_2" } tier = 0 potential = { country_uses_bio_ships = no } prereqfor_desc = { ship = { title = "TECH_UNLOCK_CORVETTE_CONSTRUCTION_TITLE" desc = "TECH_UNLOCK_CORVETTE_CONSTRUCTION_DESC" } } weight_modifier = { factor = 1000 } ai_weight = { weight = 10000 } starting_potential = { is_low_tech_start = no # So Broken Shackles origin players don't start with it country_uses_bio_ships = no } } tech_destroyers = { cost = @tier2cost1 area = engineering tier = 2 category = { voidcraft } prerequisites = { "tech_corvettes" } weight = @tier2weight1 gateway = ship potential = { country_uses_bio_ships = no } ## unlock destroyer prereqfor_desc = { ship = { title = "TECH_UNLOCK_DESTROYER_CONSTRUCTION_TITLE" desc = "TECH_UNLOCK_DESTROYER_CONSTRUCTION_DESC" } } modifier = { command_limit_add = 20 } weight_modifier = { modifier = { factor = 0.1 NOT = { years_passed > 10 } } modifier = { factor = 10 any_neighbor_country = { has_technology = tech_destroyers } } modifier = { factor = 2 years_passed > 15 } modifier = { factor = 3 years_passed > 20 } modifier = { factor = 4 years_passed > 30 } modifier = { factor = 1.25 has_tradition = tr_supremacy_adopt } } ai_weight = { factor = @ai_ship_types_factor } } tech_cruisers = { cost = @tier3cost1 area = engineering tier = 3 category = { voidcraft } prerequisites = { "tech_destroyers" } weight = @tier3weight1 gateway = ship potential = { country_uses_bio_ships = no } ## unlock cruisers prereqfor_desc = { ship = { title = "TECH_UNLOCK_CRUISER_CONSTRUCTION_TITLE" desc = "TECH_UNLOCK_CRUISER_CONSTRUCTION_DESC" } } modifier = { command_limit_add = 40 } weight_modifier = { modifier = { factor = 0.1 NOT = { years_passed > 20 } } modifier = { factor = 10 any_neighbor_country = { has_technology = tech_cruisers } } modifier = { factor = 2 years_passed > 30 } modifier = { factor = 3 years_passed > 35 } modifier = { factor = 4 years_passed > 40 } modifier = { factor = 1.25 has_tradition = tr_supremacy_adopt } } ai_weight = { factor = @ai_ship_types_factor } } tech_battleships = { cost = @tier4cost1 area = engineering tier = 4 category = { voidcraft } prerequisites = { "tech_cruisers" } weight = @tier4weight1 potential = { country_uses_bio_ships = no } ## unlock battleships prereqfor_desc = { ship = { title = "TECH_UNLOCK_BATTLESHIP_CONSTRUCTION_TITLE" desc = "TECH_UNLOCK_BATTLESHIP_CONSTRUCTION_DESC" } } modifier = { command_limit_add = 60 } weight_modifier = { modifier = { factor = 0.1 NOT = { years_passed > 50 } } modifier = { factor = 10 any_neighbor_country = { has_technology = tech_battleships } } modifier = { factor = 2 years_passed > 60 } modifier = { factor = 3 years_passed > 65 } modifier = { factor = 4 years_passed > 70 } modifier = { factor = 1.25 has_tradition = tr_supremacy_adopt } } ai_weight = { factor = @ai_ship_types_factor } } tech_titans = { cost = @tier5cost1 area = engineering tier = 5 category = { voidcraft } prerequisites = { OR = { tech_battleships tech_stinger_growth_2 } } weight = @tier5weight1 ai_update_type = military modifier = { command_limit_add = 80 } potential = { host_has_dlc = "Apocalypse" } ## unlock titans prereqfor_desc = { ship = { title = "TECH_UNLOCK_TITAN_CONSTRUCTION_TITLE" desc = "TECH_UNLOCK_TITAN_CONSTRUCTION_DESC" } custom = { title = "TECH_UNLOCK_ION_CANNON_CONSTRUCTION_TITLE" desc = "TECH_UNLOCK_ION_CANNON_CONSTRUCTION_DESC" } } technology_swap = { name = tech_biogenesis_titans inherit_icon = no inherit_effects = yes trigger = { country_uses_bio_ships = yes } area = society category = { biology } } weight_modifier = { modifier = { factor = 0.1 NOT = { years_passed > 100 } } modifier = { factor = 10 any_neighbor_country = { has_technology = tech_titans } } modifier = { factor = 2 years_passed > 130 } modifier = { factor = 3 years_passed > 140 } modifier = { factor = 4 years_passed > 150 } modifier = { factor = 1.25 has_tradition = tr_supremacy_adopt } } ai_weight = { factor = @ai_ship_types_factor } } tech_juggernaut = { cost = @tier5cost3 area = engineering category = { voidcraft } tier = 5 prerequisites = { tech_starbase_5 OR = { tech_battleships tech_harbinger_growth_2 } } weight = @tier5weight3 is_rare = yes potential = { host_has_dlc = "Federations" } technology_swap = { name = tech_biogenesis_juggernaut inherit_icon = no inherit_effects = yes trigger = { country_uses_bio_ships = yes } area = society category = { biology } } # unlocks Juggernaut weight_modifier = { factor = 0.25 modifier = { factor = 1.5 OR = { has_trait_in_council = { TRAIT = leader_trait_curator } has_trait_in_council = { TRAIT = leader_trait_maniacal } has_trait_in_council = { TRAIT = leader_trait_maniacal_2 } has_trait_in_council = { TRAIT = leader_trait_maniacal_3 } } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_juggernaut } modifier = { factor = 1.25 has_technology = "tech_titans" } } prereqfor_desc = { hide_prereq_for_desc = component ship = { title = "TECH_UNLOCK_JUGGERNAUT_CONSTRUCTION_TITLE" desc = "TECH_UNLOCK_JUGGERNAUT_CONSTRUCTION_DESC" } } ai_weight = { factor = @ai_ship_types_factor } } # ################## # Corvette upgrades # ################## tech_corvette_build_speed = { cost = @tier1cost2 area = engineering tier = 1 category = { voidcraft } prerequisites = { "tech_corvettes" } weight = @tier1weight2 potential = { country_uses_bio_ships = no } modifier = { custom_tooltip = tech_corvette_build_speed_effect ship_corvette_cost_mult = -0.05 shipsize_corvette_build_speed_mult = 0.25 shipsize_offspring_corvette_build_speed_mult = 0.25 shipsize_frigate_build_speed_mult = 0.25 } weight_modifier = { } ai_weight = { } technology_swap = { name = tech_small_space_fauna_build_speed inherit_icon = no inherit_effects = no trigger = { is_beastmasters_empire = yes } modifier = { small_space_fauna_ship_cost_mult = -0.05 small_space_fauna_build_speed_mult = 0.25 } } } tech_corvette_hull_1 = { cost = @tier1cost3 area = engineering tier = 1 category = { voidcraft } prerequisites = { "tech_corvettes" } weight = @tier1weight3 potential = { country_uses_bio_ships = no } modifier = { custom_tooltip = tech_corvette_hull_effect shipsize_corvette_hull_mult = 0.1 shipsize_offspring_corvette_hull_mult = 0.1 shipsize_frigate_hull_mult = 0.1 } weight_modifier = { } ai_weight = { } technology_swap = { name = tech_small_space_fauna_hull_1 inherit_icon = no inherit_effects = no trigger = { is_beastmasters_empire = yes } modifier = { small_space_fauna_ship_hull_mult = 0.1 } } } tech_corvette_hull_2 = { cost = @tier2cost3 area = engineering tier = 2 is_rare = yes category = { voidcraft } prerequisites = { "tech_corvette_hull_1" } weight = @tier2weight3 potential = { country_uses_bio_ships = no } modifier = { custom_tooltip = tech_corvette_hull_effect shipsize_corvette_hull_mult = 0.1 shipsize_offspring_corvette_hull_mult = 0.1 shipsize_frigate_hull_mult = 0.1 } weight_modifier = { modifier = { factor = 0.25 NOR = { has_trait_in_council = { TRAIT = leader_trait_curator } has_trait_in_council = { TRAIT = leader_trait_spark_of_genius } has_trait_in_council = { TRAIT = leader_trait_spark_of_genius_2 } has_trait_in_council = { TRAIT = leader_trait_expertise_voidcraft } } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_corvette_hull_2 } } ai_weight = { } technology_swap = { name = tech_small_space_fauna_hull_2 inherit_icon = no inherit_effects = no trigger = { is_beastmasters_empire = yes } modifier = { small_space_fauna_ship_hull_mult = 0.1 } } } # ################## # Destroyer upgrades # ################## tech_destroyer_build_speed = { cost = @tier2cost2 area = engineering tier = 2 category = { voidcraft } prerequisites = { "tech_destroyers" } weight = @tier2weight2 potential = { country_uses_bio_ships = no } modifier = { custom_tooltip = tech_destroyer_build_speed_effect ship_destroyer_cost_mult = -0.05 shipsize_destroyer_build_speed_mult = 0.25 shipsize_offspring_destroyer_build_speed_mult = 0.25 } weight_modifier = { } ai_weight = { } technology_swap = { name = tech_medium_space_fauna_build_speed inherit_icon = no inherit_effects = no trigger = { is_beastmasters_empire = yes } modifier = { medium_space_fauna_ship_cost_mult = -0.05 medium_space_fauna_build_speed_mult = 0.25 } } } tech_destroyer_hull_1 = { cost = @tier2cost3 area = engineering tier = 2 category = { voidcraft } prerequisites = { "tech_destroyers" } weight = @tier2weight3 potential = { country_uses_bio_ships = no } modifier = { custom_tooltip = tech_destroyer_hull_effect shipsize_destroyer_hull_mult = 0.1 shipsize_offspring_destroyer_hull_mult = 0.1 } weight_modifier = { modifier = { factor = 1.25 has_tradition = tr_supremacy_adopt } } ai_weight = { } technology_swap = { name = tech_medium_space_fauna_hull_1 inherit_icon = no inherit_effects = no trigger = { is_beastmasters_empire = yes } modifier = { medium_space_fauna_ship_hull_mult = 0.1 } } } tech_destroyer_hull_2 = { cost = @tier3cost1 area = engineering tier = 3 is_rare = yes category = { voidcraft } prerequisites = { "tech_destroyer_hull_1" } weight = @tier3weight1 potential = { country_uses_bio_ships = no } modifier = { custom_tooltip = tech_destroyer_hull_effect shipsize_destroyer_hull_mult = 0.1 shipsize_offspring_destroyer_hull_mult = 0.1 } weight_modifier = { modifier = { factor = 0.25 NOR = { has_trait_in_council = { TRAIT = leader_trait_curator } has_trait_in_council = { TRAIT = leader_trait_spark_of_genius } has_trait_in_council = { TRAIT = leader_trait_spark_of_genius_2 } has_trait_in_council = { TRAIT = leader_trait_expertise_voidcraft } } } modifier = { factor = 1.25 has_tradition = tr_supremacy_adopt } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_destroyer_hull_2 } } ai_weight = { } technology_swap = { name = tech_medium_space_fauna_hull_2 inherit_icon = no inherit_effects = no trigger = { is_beastmasters_empire = yes } modifier = { medium_space_fauna_ship_hull_mult = 0.1 } } } # ################## # Cruiser upgrades # ################## tech_cruiser_build_speed = { cost = @tier3cost2 area = engineering tier = 3 category = { voidcraft } prerequisites = { "tech_cruisers" } weight = @tier3weight2 potential = { country_uses_bio_ships = no } modifier = { custom_tooltip = tech_cruiser_build_speed_effect ship_cruiser_cost_mult = -0.05 shipsize_cruiser_build_speed_mult = 0.25 shipsize_offspring_cruiser_build_speed_mult = 0.25 } weight_modifier = { } ai_weight = { } technology_swap = { name = tech_large_space_fauna_build_speed inherit_icon = no inherit_effects = no trigger = { is_beastmasters_empire = yes } modifier = { large_space_fauna_ship_cost_mult = -0.05 large_space_fauna_build_speed_mult = 0.25 } } } tech_cruiser_hull_1 = { cost = @tier3cost3 area = engineering tier = 3 category = { voidcraft } prerequisites = { "tech_cruisers" } weight = @tier3weight3 potential = { country_uses_bio_ships = no } modifier = { custom_tooltip = tech_cruiser_hull_effect shipsize_cruiser_hull_mult = 0.1 shipsize_offspring_cruiser_hull_mult = 0.1 } weight_modifier = { modifier = { factor = 1.25 has_tradition = tr_supremacy_adopt } } ai_weight = { } technology_swap = { name = tech_large_space_fauna_hull_1 inherit_icon = no inherit_effects = no trigger = { is_beastmasters_empire = yes } modifier = { large_space_fauna_ship_hull_mult = 0.1 } } } tech_cruiser_hull_2 = { cost = @tier4cost1 area = engineering tier = 4 is_rare = yes category = { voidcraft } prerequisites = { "tech_cruiser_hull_1" } weight = @tier4weight1 potential = { country_uses_bio_ships = no } modifier = { custom_tooltip = tech_cruiser_hull_effect shipsize_cruiser_hull_mult = 0.1 shipsize_offspring_cruiser_hull_mult = 0.1 } weight_modifier = { modifier = { factor = 0.25 NOR = { has_trait_in_council = { TRAIT = leader_trait_curator } has_trait_in_council = { TRAIT = leader_trait_spark_of_genius } has_trait_in_council = { TRAIT = leader_trait_spark_of_genius_2 } has_trait_in_council = { TRAIT = leader_trait_expertise_voidcraft } } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_cruiser_hull_2 } modifier = { factor = 1.25 has_tradition = tr_supremacy_adopt } } ai_weight = { } technology_swap = { name = tech_large_space_fauna_hull_2 inherit_icon = no inherit_effects = no trigger = { is_beastmasters_empire = yes } modifier = { large_space_fauna_ship_hull_mult = 0.1 } } } # ################## # Battleship upgrades # ################## tech_battleship_build_speed = { cost = @tier4cost2 area = engineering tier = 4 category = { voidcraft } prerequisites = { "tech_battleships" } weight = @tier4weight2 potential = { country_uses_bio_ships = no } modifier = { custom_tooltip = tech_battleship_build_speed_effect ship_battleship_cost_mult = -0.05 shipsize_battleship_build_speed_mult = 0.25 shipsize_offspring_battleship_build_speed_mult = 0.25 } weight_modifier = { } ai_weight = { } technology_swap = { name = tech_extra_large_space_fauna_build_speed inherit_icon = no inherit_effects = no trigger = { is_beastmasters_empire = yes } modifier = { extra_large_space_fauna_ship_cost_mult = -0.05 extra_large_space_fauna_build_speed_mult = 0.25 } } } tech_battleship_hull_1 = { cost = @tier4cost3 area = engineering tier = 4 category = { voidcraft } prerequisites = { "tech_battleships" } weight = @tier4weight3 potential = { country_uses_bio_ships = no } modifier = { custom_tooltip = tech_battleship_hull_effect shipsize_battleship_hull_mult = 0.1 shipsize_offspring_battleship_hull_mult = 0.1 } weight_modifier = { modifier = { factor = 1.25 has_tradition = tr_supremacy_adopt } } ai_weight = { } technology_swap = { name = tech_extra_large_space_fauna_hull_1 inherit_icon = no inherit_effects = no trigger = { is_beastmasters_empire = yes } modifier = { extra_large_space_fauna_ship_hull_mult = 0.1 } } } tech_battleship_hull_2 = { cost = @tier5cost1 area = engineering tier = 5 is_rare = yes category = { voidcraft } prerequisites = { "tech_battleship_hull_1" } weight = @tier5weight1 potential = { country_uses_bio_ships = no } modifier = { custom_tooltip = tech_battleship_hull_effect shipsize_battleship_hull_mult = 0.1 shipsize_offspring_battleship_hull_mult = 0.1 } weight_modifier = { modifier = { factor = 0.25 NOR = { has_trait_in_council = { TRAIT = leader_trait_curator } has_trait_in_council = { TRAIT = leader_trait_spark_of_genius } has_trait_in_council = { TRAIT = leader_trait_spark_of_genius_2 } has_trait_in_council = { TRAIT = leader_trait_expertise_voidcraft } } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_battleship_hull_2 } modifier = { factor = 1.25 has_tradition = tr_supremacy_adopt } } ai_weight = { } technology_swap = { name = tech_extra_large_space_fauna_hull_2 inherit_icon = no inherit_effects = no trigger = { is_beastmasters_empire = yes } modifier = { extra_large_space_fauna_ship_hull_mult = 0.1 } } } # ################## # Titan upgrades # ################## tech_titan_hull_1 = { cost = @tier5cost2 area = engineering tier = 5 is_rare = yes category = { voidcraft } prerequisites = { "tech_titans" } weight = @tier5weight2 modifier = { shipsize_titan_hull_mult = 0.1 } weight_modifier = { modifier = { factor = 0.25 NOR = { has_trait_in_council = { TRAIT = leader_trait_curator } has_trait_in_council = { TRAIT = leader_trait_spark_of_genius } has_trait_in_council = { TRAIT = leader_trait_spark_of_genius_2 } has_trait_in_council = { TRAIT = leader_trait_expertise_voidcraft } } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_titan_hull_1 } modifier = { factor = 1.25 has_tradition = tr_supremacy_adopt } } ai_weight = { } technology_swap = { name = tech_titanic_space_fauna_hull_1 inherit_icon = no inherit_effects = no trigger = { is_beastmasters_empire = yes } modifier = { titanic_space_fauna_ship_hull_mult = 0.1 } } } tech_titan_hull_2 = { cost = @tier5cost3 area = engineering tier = 5 is_rare = yes category = { voidcraft } prerequisites = { "tech_titan_hull_1" } weight = @tier5weight3 modifier = { shipsize_titan_hull_mult = 0.1 } weight_modifier = { modifier = { factor = 0.25 NOR = { has_trait_in_council = { TRAIT = leader_trait_curator } has_trait_in_council = { TRAIT = leader_trait_spark_of_genius } has_trait_in_council = { TRAIT = leader_trait_spark_of_genius_2 } has_trait_in_council = { TRAIT = leader_trait_expertise_voidcraft } } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_titan_hull_2 } modifier = { factor = 1.25 has_tradition = tr_supremacy_adopt } } ai_weight = { } technology_swap = { name = tech_titanic_space_fauna_hull_2 inherit_icon = no inherit_effects = no trigger = { is_beastmasters_empire = yes } modifier = { titanic_space_fauna_ship_hull_mult = 0.1 } } } # ################## # Starbases # ################## tech_starbase_1 = { cost = 0 area = engineering start_tech = yes category = { voidcraft } prerequisites = { "tech_space_construction" } tier = 0 prereqfor_desc = { ship = { title = "TECH_UNLOCK_OUTPOST_CONSTRUCTION_TITLE" desc = "TECH_UNLOCK_OUTPOST_CONSTRUCTION_DESC" } } # unlocks Outposts } tech_starbase_2 = { cost = 0 area = engineering start_tech = yes category = { voidcraft } tier = 0 prerequisites = { "tech_starbase_1" } prereqfor_desc = { ship = { title = "TECH_UNLOCK_STARPORT_CONSTRUCTION_TITLE" desc = "TECH_UNLOCK_STARPORT_CONSTRUCTION_DESC" } } # unlocks Starport ai_weight = { factor = @ai_starbase_types_factor modifier = { factor = @shattered_ring_ai_tech_factor has_origin = origin_shattered_ring } } } tech_starbase_3 = { cost = @tier2cost2 area = engineering category = { voidcraft } tier = 2 prerequisites = { "tech_starbase_2" } weight = @tier2weight2 # unlocks Starhold weight_modifier = { modifier = { factor = 0.1 NOT = { years_passed > 20 } } modifier = { factor = 10 any_neighbor_country = { has_technology = tech_starbase_3 } } modifier = { factor = 2 years_passed > 30 } modifier = { factor = 3 years_passed > 35 } modifier = { factor = 4 years_passed > 40 } modifier = { factor = 5 count_starbase_sizes = { starbase_size = starbase_starport count >= 3 } } modifier = { factor = 1.25 has_tradition = tr_unyielding_adopt } modifier = { factor = 10 has_modifier = agenda_impenetrable_border_finish } } prereqfor_desc = { ship = { title = "TECH_UNLOCK_STARHOLD_CONSTRUCTION_TITLE" desc = "TECH_UNLOCK_STARHOLD_CONSTRUCTION_DESC" } } ai_weight = { factor = @ai_starbase_types_factor modifier = { factor = @shattered_ring_ai_tech_factor has_origin = origin_shattered_ring } } } tech_starbase_4 = { cost = @tier3cost2 area = engineering category = { voidcraft } tier = 3 prerequisites = { "tech_starbase_3" } weight = @tier3weight2 # unlocks Star Fortress weight_modifier = { modifier = { factor = 0.1 NOT = { years_passed > 50 } } modifier = { factor = 10 any_neighbor_country = { has_technology = tech_starbase_4 } } modifier = { factor = 2 years_passed > 60 } modifier = { factor = 3 years_passed > 65 } modifier = { factor = 4 years_passed > 70 } modifier = { factor = 5 count_starbase_sizes = { starbase_size = starbase_starhold count >= 3 } } modifier = { factor = 1.25 has_tradition = tr_unyielding_adopt } modifier = { factor = 5 has_modifier = agenda_impenetrable_border_finish } } prereqfor_desc = { ship = { title = "TECH_UNLOCK_STAR_FORTRESS_CONSTRUCTION_TITLE" desc = "TECH_UNLOCK_STAR_FORTRESS_CONSTRUCTION_DESC" } } ai_weight = { factor = @ai_starbase_types_factor } } tech_starbase_5 = { cost = @tier4cost2 area = engineering category = { voidcraft } tier = 4 prerequisites = { "tech_starbase_4" } weight = @tier4weight2 # unlocks Citadel weight_modifier = { modifier = { factor = 0.1 NOT = { years_passed > 70 } } modifier = { factor = 10 any_neighbor_country = { has_technology = tech_starbase_5 } } modifier = { factor = 2 years_passed > 90 } modifier = { factor = 3 years_passed > 95 } modifier = { factor = 4 years_passed > 100 } modifier = { factor = 5 count_starbase_sizes = { starbase_size = starbase_starfortress count >= 3 } } modifier = { factor = 1.25 has_tradition = tr_unyielding_adopt } modifier = { factor = 5 has_modifier = agenda_impenetrable_border_finish } } prereqfor_desc = { ship = { title = "TECH_UNLOCK_CITADEL_CONSTRUCTION_TITLE" desc = "TECH_UNLOCK_CITADEL_CONSTRUCTION_DESC" } } ai_weight = { factor = @ai_starbase_types_factor } } tech_habitat_1 = { cost = @tier3cost2 area = engineering category = { voidcraft } tier = 3 prerequisites = { "tech_starbase_3" } weight = @tier3weight2 potential = { is_wilderness_empire = no OR = { has_void_dweller_origin = yes has_origin = origin_toxic_knights host_has_dlc = "Utopia" } } # unlocks Habitats weight_modifier = { modifier = { factor = 0.1 NOT = { years_passed > 50 } } modifier = { factor = 10 any_neighbor_country = { has_technology = tech_habitat_1 } } modifier = { factor = 2 years_passed > 60 } modifier = { factor = 3 years_passed > 65 } modifier = { factor = 4 years_passed > 70 } modifier = { factor = 5 count_starbase_sizes = { starbase_size = starbase_starhold count >= 3 } } modifier = { factor = 1.25 has_tradition = tr_expansion_adopt } modifier = { factor = 1.25 has_tradition = tr_expansion_finish } } prereqfor_desc = { ship = { title = "allow_habitats" desc = "habitat_central_complex_MEGASTRUCTURE_DETAILS" } } ai_weight = { modifier = { factor = 100 OR = { has_origin = origin_toxic_knights has_country_flag = payback_habitat has_valid_civic = civic_void_hive } } } } tech_habitat_2 = { cost = @tier4cost2 area = engineering category = { voidcraft } tier = 4 prerequisites = { "tech_habitat_1" "tech_starbase_4" } weight = @tier4weight3 is_rare = yes potential = { is_wilderness_empire = no OR = { has_void_dweller_origin = yes #Not toxic knights, they just need level 1 tech host_has_dlc = "Utopia" } } modifier = { habitat_max_districts_add = 1 } weight_modifier = { modifier = { factor = 0 NOT = { any_owned_planet = { is_planet_class = pc_habitat } } } modifier = { factor = 10 is_void_dweller_empire = yes } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_habitat_2 } } ai_weight = { modifier = { factor = 100 OR = { has_origin = origin_toxic_knights has_country_flag = payback_habitat has_valid_civic = civic_void_hive } } } } tech_habitat_3 = { cost = @tier5cost2 area = engineering category = { voidcraft } tier = 4 prerequisites = { "tech_habitat_2" "tech_starbase_5" } weight = @tier4weight3 is_rare = yes potential = { is_wilderness_empire = no OR = { is_void_dweller_empire = yes host_has_dlc = "Utopia" } } modifier = { habitat_max_districts_add = 1 } weight_modifier = { modifier = { factor = 0 NOT = { any_owned_planet = { is_planet_class = pc_habitat } } } modifier = { factor = 10 is_void_dweller_empire = yes } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_habitat_3 } } ai_weight = { modifier = { factor = 100 OR = { is_void_dweller_empire = yes has_origin = origin_toxic_knights has_country_flag = payback_habitat has_valid_civic = civic_void_hive } } } } # ################## # Starbases upgrades # ################## # Modular Engineering tech_modular_engineering = { cost = @tier2cost3 area = engineering category = { voidcraft } tier = 2 prerequisites = { "tech_starbase_3" } is_rare = yes weight = @tier2weight3 modifier = { starbase_buildings_cost_mult = -0.25 starbase_modules_cost_mult = -0.25 } weight_modifier = { factor = 0.5 modifier = { factor = 0.5 NOR = { has_trait_in_council = { TRAIT = leader_trait_expertise_voidcraft } has_trait_in_council = { TRAIT = leader_trait_curator } } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_modular_engineering } } ai_weight = { } } #Corps of Engineers tech_space_defense_station_improvement = { cost = @tier3cost3 area = engineering tier = 3 category = { voidcraft } prerequisites = { "tech_starbase_4" "tech_modular_engineering" } is_rare = yes weight = @tier3weight3 modifier = { starbase_upgrade_cost_mult = -0.15 starbase_upgrade_speed_mult = 0.25 } weight_modifier = { factor = 0.5 modifier = { factor = 0.25 NOR = { has_trait_in_council = { TRAIT = leader_trait_expertise_voidcraft } has_trait_in_council = { TRAIT = leader_trait_curator } } } modifier = { factor = 1.5 is_specialist_subject_type = { TYPE = bulwark } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_space_defense_station_improvement } modifier = { factor = 1.25 is_militarist = yes } } ai_weight = { } } # ################## # Strike Craft # ################## tech_strike_craft_1 = { cost = @tier1cost3 area = engineering tier = 1 ai_update_type = military category = { voidcraft } prerequisites = { "tech_starbase_2" } weight = @tier1weight3 technology_swap = { name = tech_bio_strike_craft_1 inherit_icon = no inherit_effects = yes trigger = { country_uses_bio_ships = yes } area = society category = { biology } weight = { factor = 1 } } ## unlock strike craft 1 weight_modifier = { } ai_weight = { modifier = { factor = @favored_weapon_ai_tech_factor is_preferred_weapons = weapon_type_strike_craft } modifier = { factor = @disfavored_weapon_ai_tech_factor NOT = { is_preferred_weapons = weapon_type_strike_craft } } } } tech_strike_craft_2 = { cost = @tier2cost3 area = engineering tier = 2 ai_update_type = military category = { voidcraft } prerequisites = { "tech_strike_craft_1" } weight = @tier2weight3 technology_swap = { name = tech_bio_strike_craft_2 inherit_icon = no inherit_effects = yes trigger = { country_uses_bio_ships = yes } area = society category = { biology } weight = { factor = 1 } } ## unlock strike craft 2 weight_modifier = { } ai_weight = { modifier = { factor = @favored_weapon_ai_tech_factor is_preferred_weapons = weapon_type_strike_craft } modifier = { factor = @disfavored_weapon_ai_tech_factor NOT = { is_preferred_weapons = weapon_type_strike_craft } } } } tech_strike_craft_3 = { cost = @tier3cost3 area = engineering tier = 3 ai_update_type = military category = { voidcraft } prerequisites = { "tech_strike_craft_2" } weight = @tier3weight3 technology_swap = { name = tech_bio_strike_craft_3 inherit_icon = no inherit_effects = yes trigger = { country_uses_bio_ships = yes } area = society category = { biology } weight = { factor = 1 } } ## unlock strike craft 3 weight_modifier = { } ai_weight = { modifier = { factor = @favored_weapon_ai_tech_factor is_preferred_weapons = weapon_type_strike_craft } modifier = { factor = @disfavored_weapon_ai_tech_factor NOT = { is_preferred_weapons = weapon_type_strike_craft } } } } tech_strike_craft_skrand = { cost = @tier4cost3 area = engineering is_rare = yes tier = 4 ai_update_type = military category = { voidcraft } prerequisites = { } weight = 0 technology_swap = { name = tech_bio_strike_craft_skrand inherit_icon = no inherit_effects = yes trigger = { country_uses_bio_ships = yes } area = society category = { biology } weight = { factor = 1 } } ## unlock unique strike craft component from Skrand storyline potential = { has_paragon_dlc = yes } weight_modifier = { } ai_weight = { base = 100 } } # ################## # Armies & Attachments # ################## tech_assault_armies = { cost = @tier1cost1 area = engineering tier = 0 category = { voidcraft } prerequisites = { "tech_planetary_defenses" } start_tech = yes } # ################## # Ship Armor Components # ################## #Nanocomposite Materials tech_ship_armor_1 = { cost = @tier1cost1 area = engineering tier = 0 category = { materials } ai_update_type = all start_tech = yes technology_swap = { name = tech_bio_ship_armor_1 inherit_icon = no inherit_effects = no trigger = { country_uses_bio_ships = yes } weight = { factor = 1 } } } #Ceramo-Metal Materials tech_ship_armor_2 = { area = engineering cost = @tier1cost2 tier = 1 category = { materials } ai_update_type = all prerequisites = { "tech_ship_armor_1" } weight = @tier1weight2 gateway = infrastructure modifier = { army_health = 0.05 } weight_modifier = { factor = 1.25 modifier = { factor = 1.5 is_specialist_subject_type = { TYPE = bulwark } } } technology_swap = { name = tech_bio_ship_armor_2 inherit_icon = no inherit_effects = yes trigger = { country_uses_bio_ships = yes } weight = { factor = 1 } } ai_weight = { } } #Plasteel Materials tech_ship_armor_3 = { area = engineering cost = @tier2cost2 tier = 2 category = { materials } ai_update_type = all prerequisites = { "tech_ship_armor_2" } weight = @tier2weight2 gateway = infrastructure modifier = { army_health = 0.05 } weight_modifier = { factor = 1.25 modifier = { factor = 1.5 is_specialist_subject_type = { TYPE = bulwark } } } technology_swap = { name = tech_bio_ship_armor_3 inherit_icon = no inherit_effects = yes trigger = { country_uses_bio_ships = yes } weight = { factor = 1 } } ai_weight = { } } #Durasteel Materials tech_ship_armor_4 = { area = engineering cost = @tier3cost2 tier = 3 category = { materials } ai_update_type = all prerequisites = { "tech_ship_armor_3" } weight = @tier3weight2 gateway = infrastructure modifier = { army_health = 0.05 } weight_modifier = { factor = 1.25 modifier = { factor = 1.5 is_specialist_subject_type = { TYPE = bulwark } } } technology_swap = { name = tech_bio_ship_armor_4 inherit_icon = no inherit_effects = yes trigger = { country_uses_bio_ships = yes } weight = { factor = 1 } } ai_weight = { } } #Neutronium Materials tech_ship_armor_5 = { area = engineering cost = @tier4cost2 tier = 4 category = { materials } ai_update_type = all prerequisites = { "tech_ship_armor_4" } weight = @tier4weight2 modifier = { army_health = 0.05 } weight_modifier = { factor = 1.25 modifier = { factor = 1.5 is_specialist_subject_type = { TYPE = bulwark } } } technology_swap = { name = tech_bio_ship_armor_5 inherit_icon = no inherit_effects = yes trigger = { country_uses_bio_ships = yes } weight = { factor = 1 } } ai_weight = { } } # ################## # Ship Hull Improvement Components # ################## #Crystal-Infused Plating tech_crystal_armor_1 = { area = engineering cost = @tier2cost3 tier = 2 category = { materials } ai_update_type = all weight = 0 weight_modifier = { modifier = { add = 5 has_country_flag = crystal_armor_1_weight } } ai_weight = { } } #Crystal-Forged Plating tech_crystal_armor_2 = { area = engineering cost = @tier4cost1 tier = 4 is_rare = yes category = { materials } ai_update_type = all weight = 0 ai_weight = { } } tech_armor_hardeners_1 = { area = engineering cost = @tier2cost3 tier = 2 category = { materials } ai_update_type = all prerequisites = { "tech_advanced_metallurgy_1" "tech_rare_crystals" } weight = @tier2weight3 weight_modifier = { } ai_weight = { } } tech_armor_hardeners_2 = { area = engineering cost = @tier5cost3 tier = 5 category = { materials } ai_update_type = all prerequisites = { "tech_armor_hardeners_1" "tech_mine_living_metal" } weight = @tier5weight3 weight_modifier = { } ai_weight = { } } # ################## # Thruster Components # ################## #Chemical Thrusters tech_thrusters_1 = { area = engineering cost = 0 start_tech = yes tier = 0 category = { propulsion } ai_update_type = all prereqfor_desc = { hide_prereq_for_desc = component custom = { title = "TECH_UNLOCK_THRUSTER_1_TITLE" desc = "TECH_UNLOCK_THRUSTER_1_DESC" } } technology_swap = { name = tech_bioship_thrusters_1 inherit_icon = no inherit_effects = no trigger = { country_uses_bio_ships = yes } prereqfor_desc = { custom = { title = "TECH_UNLOCK_BIOSHIP_THRUSTER_1_TITLE" desc = "TECH_UNLOCK_BIOSHIP_THRUSTER_1_DESC" } } } } #Ion Thrusters tech_thrusters_2 = { area = engineering cost = @tier2cost1 tier = 2 category = { propulsion } ai_update_type = all prerequisites = { "tech_thrusters_1" } weight = @tier2weight1 weight_modifier = { factor = 1.25 modifier = { factor = 2 OR = { has_technology = tech_destroyers has_technology = tech_weavers } } } prereqfor_desc = { hide_prereq_for_desc = component custom = { title = "TECH_UNLOCK_THRUSTER_2_TITLE" desc = "TECH_UNLOCK_THRUSTER_2_DESC" } } technology_swap = { name = tech_bioship_thrusters_2 inherit_icon = no inherit_effects = no trigger = { country_uses_bio_ships = yes } prereqfor_desc = { custom = { title = "TECH_UNLOCK_BIOSHIP_THRUSTER_2_TITLE" desc = "TECH_UNLOCK_BIOSHIP_THRUSTER_2_DESC" } } } ai_weight = { modifier = { factor = @shattered_ring_ai_tech_factor has_origin = origin_shattered_ring } } } #Plasma Thrusters tech_thrusters_3 = { area = engineering cost = @tier3cost1 tier = 3 category = { propulsion } ai_update_type = all prerequisites = { "tech_thrusters_2" } weight = @tier3weight1 weight_modifier = { factor = 1.25 modifier = { factor = 2 OR = { has_technology = tech_cruisers has_technology = tech_harbingers } } } prereqfor_desc = { hide_prereq_for_desc = component custom = { title = "TECH_UNLOCK_THRUSTER_3_TITLE" desc = "TECH_UNLOCK_THRUSTER_3_DESC" } } technology_swap = { name = tech_bioship_thrusters_3 inherit_icon = no inherit_effects = no trigger = { country_uses_bio_ships = yes } prereqfor_desc = { custom = { title = "TECH_UNLOCK_BIOSHIP_THRUSTER_3_TITLE" desc = "TECH_UNLOCK_BIOSHIP_THRUSTER_3_DESC" } } } ai_weight = { } } #Impulse Thrusters tech_thrusters_4 = { area = engineering cost = @tier4cost1 tier = 4 category = { propulsion } ai_update_type = all prerequisites = { "tech_thrusters_3" } weight = @tier4weight1 weight_modifier = { factor = 1.25 modifier = { factor = 2 OR = { has_technology = tech_battleships has_technology = tech_stingers } } } prereqfor_desc = { hide_prereq_for_desc = component custom = { title = "TECH_UNLOCK_THRUSTER_4_TITLE" desc = "TECH_UNLOCK_THRUSTER_4_DESC" } } technology_swap = { name = tech_bioship_thrusters_4 inherit_icon = no inherit_effects = no trigger = { country_uses_bio_ships = yes } prereqfor_desc = { custom = { title = "TECH_UNLOCK_BIOSHIP_THRUSTER_4_TITLE" desc = "TECH_UNLOCK_BIOSHIP_THRUSTER_4_DESC" } } } ai_weight = { } } # ################## # Defense Platforms # ################## #Defense Platform tech_space_defense_station_1 = { cost = 0 tier = 0 area = engineering start_tech = yes category = { voidcraft } prerequisites = { "tech_starbase_1" } } tech_defense_platform_hull_1 = { cost = @tier2cost2 area = engineering tier = 2 category = { voidcraft } prerequisites = { "tech_starbase_3" } is_rare = yes weight = @tier2weight2 weight_modifier = { factor = 0.50 inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_defense_platform_hull_1 } modifier = { factor = 1.5 is_specialist_subject_type = { TYPE = bulwark } } } modifier = { shipsize_military_station_small_hull_mult = 0.1 } } # ################## # Industry and Robotics # ################## tech_basic_industry = { cost = 0 area = engineering start_tech = yes category = { industry } tier = 0 icon = "tech_space_construction" # unlocks basic buildings technology_swap = { # Wilderness icon swap name = tech_wilderness_industry inherit_icon = no inherit_effects = yes trigger = { is_wilderness_empire = yes } } } tech_mechanized_mining = { cost = 0 area = engineering start_tech = yes category = { industry } tier = 0 icon = "tech_space_construction" # unlocks mining districts } #Powered Exoskeletons tech_powered_exoskeletons = { cost = @tier1cost1 area = engineering tier = 1 category = { industry } prerequisites = { "tech_basic_industry" } weight = @tier1weight1 gateway = robotics modifier = { army_damage_mult = 0.10 worker_and_simple_drone_cat_bonus_workforce_mult = 0.05 } weight_modifier = { factor = 1.5 } technology_swap = { name = tech_powered_exoskeletons_wilderness inherit_icon = yes inherit_effects = yes trigger = { is_wilderness_empire = yes } } ai_weight = { modifier = { factor = @robots_ai_tech_factor is_spiritualist = no is_hive_empire = no } } } tech_space_mining_1 = { cost = @tier1cost1 area = engineering tier = 1 category = { industry } prerequisites = { "tech_space_construction" } weight = @tier1weight1 modifier = { station_gatherers_produces_mult = 0.10 } weight_modifier = { } ai_weight = { } } tech_space_mining_2 = { cost = @tier1cost3 area = engineering tier = 1 category = { industry } prerequisites = { "tech_space_mining_1" } weight = @tier1weight3 modifier = { station_gatherers_produces_mult = 0.10 } weight_modifier = { } ai_weight = { } } tech_space_mining_3 = { cost = @tier2cost1 area = engineering tier = 2 category = { industry } prerequisites = { "tech_space_mining_2" } weight = @tier2weight1 modifier = { station_gatherers_produces_mult = 0.10 } weight_modifier = { } ai_weight = { } } tech_space_mining_4 = { cost = @tier2cost3 area = engineering tier = 2 category = { industry } prerequisites = { "tech_space_mining_3" } weight = @tier2weight3 modifier = { station_gatherers_produces_mult = 0.10 } weight_modifier = { } ai_weight = { } } tech_space_mining_5 = { cost = @tier3cost1 area = engineering tier = 3 category = { industry } prerequisites = { "tech_space_mining_4" } weight = @tier3weight1 modifier = { station_gatherers_produces_mult = 0.10 } weight_modifier = { } ai_weight = { } } #Mining Network 1 tech_mining_1 = { cost = @tier1cost1 area = engineering tier = 1 category = { industry } prerequisites = { "tech_basic_industry" } weight = @tier1weight1 gateway = zone modifier = { planet_miners_minerals_produces_mult = 0.05 } weight_modifier = { } technology_swap = { name = tech_mining_1_wilderness inherit_icon = yes inherit_effects = yes trigger = { is_wilderness_empire = yes } } ai_weight = { factor = @ai_mining_factor } } #Mining 2 tech_mining_2 = { cost = @tier2cost1 area = engineering tier = 2 category = { industry } prerequisites = { "tech_mining_1" } weight = @tier2weight1 modifier = { planet_miners_minerals_produces_mult = 0.05 } weight_modifier = { } ai_weight = { factor = @ai_mining_factor } } #Mining 3 tech_mining_3 = { cost = @tier3cost1 area = engineering tier = 3 category = { industry } prerequisites = { "tech_mining_2" } weight = @tier3weight1 modifier = { planet_miners_minerals_produces_mult = 0.05 } technology_swap = { name = tech_mining_3 inherit_icon = yes inherit_effects = yes trigger = { has_ascension_perk = ap_weather_control } prereqfor_desc = { custom = { title = tech_generate_magnetic_storm_tt } } weight = { factor = 1 } } weight_modifier = { } ai_weight = { factor = @ai_mining_factor } } #Mineral Purification tech_mineral_purification_1 = { cost = @tier1cost3 area = engineering tier = 1 category = { industry } prerequisites = { "tech_mining_1" } weight = @tier1weight3 technology_swap = { # Wilderness icon swap name = tech_wilderness_mineral_purification_1 inherit_icon = no inherit_effects = yes trigger = { is_wilderness_empire = yes } } weight_modifier = { factor = 2 modifier = { factor = 1.25 has_tradition = tr_prosperity_adopt } modifier = { factor = 1.5 is_specialist_subject_type = { TYPE = prospectorium } } modifier = { factor = 5 OR = { num_districts = { type = district_mining value > 0 } num_districts = { type = district_hab_mining value > 0 } num_districts = { type = district_hollow_mountains value > 0 } num_districts = { type = district_melting value > 0 } has_any_mining_zone = yes } } } ai_weight = { factor = @ai_mining_building_factor } } #Advanced Mineral Purification tech_mineral_purification_2 = { cost = @tier2cost3 area = engineering tier = 2 category = { industry } prerequisites = { "tech_mineral_purification_1" "tech_colonial_centralization" } weight = @tier2weight3 technology_swap = { # Wilderness icon swap name = tech_wilderness_mineral_purification_2 inherit_icon = no inherit_effects = yes trigger = { is_wilderness_empire = yes } } weight_modifier = { factor = 2 modifier = { factor = 1.5 is_specialist_subject_type = { TYPE = prospectorium } } modifier = { factor = 0 NOR = { has_technology = tech_mine_volatile_motes has_technology = tech_volatile_motes has_country_flag = has_market_access } } } ai_weight = { factor = @ai_mining_building_factor } } #Alloys 1 tech_alloys_1 = { cost = @tier1cost3 area = engineering tier = 1 category = { materials } prerequisites = { "tech_basic_industry" } weight = @tier1weight3 # Unlock better alloy buildings technology_swap = { # Wilderness icon swap name = tech_wilderness_alloys_1 inherit_icon = no inherit_effects = yes trigger = { is_wilderness_empire = yes } } weight_modifier = { modifier = { factor = 0 NOR = { has_technology = tech_mine_volatile_motes has_technology = tech_volatile_motes has_country_flag = has_market_access } } modifier = { factor = 1.5 is_specialist_subject_type = { TYPE = prospectorium } } } ai_weight = { factor = @ai_alloy_factor_factor } } #Alloys 2 tech_alloys_2 = { cost = @tier3cost1 area = engineering tier = 3 category = { materials } prerequisites = { "tech_alloys_1" "tech_colonial_centralization" } weight = @tier3weight1 # Unlock better alloy buildings technology_swap = { # Wilderness icon swap name = tech_wilderness_alloys_2 inherit_icon = no inherit_effects = yes trigger = { is_wilderness_empire = yes } } weight_modifier = { factor = 2 modifier = { factor = 1.5 is_specialist_subject_type = { TYPE = prospectorium } } } ai_weight = { factor = @ai_alloy_factor_factor } } tech_advanced_metallurgy_1 = { cost = @tier2cost1 area = engineering tier = 2 category = { materials } prerequisites = { "tech_alloys_1" "tech_ship_armor_2" } weight = @tier2weight1 modifier = { planet_metallurgists_produces_mult = 0.05 } weight_modifier = { factor = 2 } ai_weight = { } } tech_advanced_metallurgy_2 = { cost = @tier4cost1 area = engineering tier = 4 category = { materials } prerequisites = { "tech_advanced_metallurgy_1" "tech_alloys_2" "tech_ship_armor_4" } weight = @tier4weight1 modifier = { planet_metallurgists_produces_mult = 0.05 } weight_modifier = { factor = 2 } ai_weight = { } } #Luxuries 1 tech_luxuries_1 = { cost = @tier1cost3 area = engineering tier = 1 category = { materials } prerequisites = { "tech_basic_industry" } weight = @tier1weight3 # Unlocks better consumer goods buildings potential = { country_uses_consumer_goods = yes } weight_modifier = { modifier = { factor = 0 NOR = { has_technology = tech_mine_rare_crystals has_technology = tech_rare_crystals has_country_flag = has_market_access } } modifier = { factor = 1.5 is_specialist_subject_type = { TYPE = prospectorium } } } ai_weight = { factor = @ai_civilian_factory_factor } } #Luxuries 2 tech_luxuries_2 = { cost = @tier3cost1 area = engineering tier = 3 category = { materials } prerequisites = { "tech_luxuries_1" "tech_colonial_centralization" } weight = @tier3weight1 # Unlocks better luxury goods buildings potential = { country_uses_consumer_goods = yes } weight_modifier = { factor = 2 modifier = { factor = 1.5 is_specialist_subject_type = { TYPE = prospectorium } } } ai_weight = { factor = @ai_civilian_factory_factor } } tech_engineering_1 = { area = engineering category = { materials } tier = 1 cost = @tier1cost3 prerequisites = { "tech_basic_science_lab_1" } weight = @tier1weight3 potential = { is_wilderness_empire = no } weight_modifier = { modifier = { factor = 5 is_ai = yes } modifier = { factor = 2 years_passed > 5 } modifier = { factor = 2 years_passed > 10 } modifier = { factor = 2 years_passed > 15 } modifier = { factor = 2 years_passed > 20 } modifier = { factor = 1.5 is_specialist_subject_type = { TYPE = scholarium } } } ai_weight = { factor = @ai_engineering_tech_speed_factor factor = @zone_clear_ai_tech_factor } } tech_engineering_2 = { area = engineering category = { materials } tier = 2 cost = @tier2cost3 prerequisites = { "tech_engineering_1" } weight = @tier2weight3 potential = { is_wilderness_empire = no } weight_modifier = { modifier = { factor = 0 NOR = { has_technology = tech_mine_rare_crystals has_technology = tech_rare_crystals has_country_flag = has_market_access } } modifier = { factor = 2 years_passed > 25 } modifier = { factor = 2 years_passed > 30 } modifier = { factor = 2 years_passed > 35 } modifier = { factor = 2 years_passed > 40 } modifier = { factor = 1.5 is_specialist_subject_type = { TYPE = scholarium } } } ai_weight = { factor = @ai_engineering_tech_speed_factor factor = @zone_clear_ai_tech_factor } } tech_engineering_3 = { area = engineering category = { materials } tier = 3 cost = @tier3cost3 prerequisites = { "tech_engineering_2" } weight = @tier3weight3 potential = { is_wilderness_empire = no } weight_modifier = { modifier = { factor = 0 NOR = { has_technology = tech_mine_rare_crystals has_technology = tech_rare_crystals has_country_flag = has_market_access } } modifier = { factor = 2 years_passed > 25 } modifier = { factor = 2 years_passed > 30 } modifier = { factor = 2 years_passed > 35 } modifier = { factor = 2 years_passed > 40 } modifier = { factor = 1.5 is_specialist_subject_type = { TYPE = scholarium } } } ai_weight = { factor = @ai_engineering_tech_speed_factor } } # ## Anfrictional Construction #tech_engineering_4 = { # cost = { # factor = @tier4breakthrough # } # area = engineering # tier = 5 # category = { materials } # prerequisites = { "tech_engineering_3" } # is_breakthrough = yes # weight = @tier4weightbreakthrough # # modifier = { # custom_tooltip = breakthrough_engineering_unlock_tooltip # } # # weight_modifier = { # modifier = { # factor = 2 # years_passed > 25 # } # modifier = { # factor = 2 # years_passed > 30 # } # modifier = { # factor = 2 # years_passed > 35 # } # modifier = { # factor = 2 # years_passed > 40 # } # # modifier = { # factor = 1.5 # is_specialist_subject_type = { TYPE = scholarium } # } # } # # ai_weight = { # factor = @ai_engineering_tech_speed_factor # } #} #Robotic Workers tech_robotic_workers = { cost = @tier1cost3 area = engineering tier = 1 category = { industry } prerequisites = { "tech_powered_exoskeletons" } weight = @tier1weight3 gateway = robotics feature_flags = { robots } potential = { NOR = { has_ethic = "ethic_gestalt_consciousness" is_individual_machine = yes } } weight_modifier = { factor = 1.5 modifier = { factor = 0 has_policy_flag = robots_outlawed } modifier = { factor = 0.5 OR = { has_ethic = "ethic_spiritualist" has_ethic = "ethic_fanatic_spiritualist" } } modifier = { factor = 2 is_materialist = yes } } ai_weight = { factor = @robots_ai_tech_factor modifier = { factor = 2 is_materialist = yes } modifier = { factor = 0 NOR = { has_ai_personality_behaviour = robot_exploiter has_ai_personality_behaviour = robot_liberator } } modifier = { factor = 2 has_origin = origin_mechanists } modifier = { factor = 1000 has_origin = origin_synthetic_fertility } } } #Droids tech_droid_workers = { cost = @tier2cost3 area = engineering tier = 2 category = { industry } prerequisites = { "tech_robotic_workers" "tech_colonial_centralization" } weight = @tier2weight3 gateway = robotics feature_flags = { droids } potential = { NOR = { has_ethic = "ethic_gestalt_consciousness" is_individual_machine = yes } } weight_modifier = { modifier = { factor = 0 has_policy_flag = robots_outlawed } modifier = { factor = 0.5 OR = { has_ethic = "ethic_spiritualist" has_ethic = "ethic_fanatic_spiritualist" } } modifier = { factor = 2 is_materialist = yes } modifier = { factor = 2 has_origin = origin_mechanists } } ai_weight = { factor = @robots_ai_tech_factor modifier = { factor = 2 is_materialist = yes } modifier = { factor = 0 NOR = { has_ai_personality_behaviour = robot_exploiter has_ai_personality_behaviour = robot_liberator } } modifier = { factor = 2 has_origin = origin_mechanists } modifier = { factor = 1000 has_origin = origin_synthetic_fertility } } } #Synthetics tech_synthetic_workers = { cost = @tier4cost2 area = engineering tier = 4 category = { industry } prerequisites = { "tech_droid_workers" "tech_galactic_administration" "tech_sapient_ai" } is_rare = yes is_dangerous = yes weight = @tier4weight2 feature_flags = { synths } gateway = robotics modifier = { robotic_pop_bonus_workforce_mult = 0.10 } potential = { NOR = { has_ethic = "ethic_gestalt_consciousness" is_individual_machine = yes } } weight_modifier = { factor = 0.5 modifier = { factor = 0 has_policy_flag = robots_outlawed } modifier = { factor = 0.5 OR = { has_ethic = "ethic_spiritualist" has_ethic = "ethic_fanatic_spiritualist" } } modifier = { factor = 2 is_materialist = yes } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_synthetic_workers } modifier = { factor = 2 has_origin = origin_mechanists } modifier = { factor = 0.20 NOR = { has_trait_in_council = { TRAIT = leader_trait_maniacal } has_trait_in_council = { TRAIT = leader_trait_maniacal_2 } has_trait_in_council = { TRAIT = leader_trait_maniacal_3 } has_trait_in_council = { TRAIT = leader_trait_spark_of_genius } has_trait_in_council = { TRAIT = leader_trait_spark_of_genius_2 } has_trait_in_council = { TRAIT = leader_trait_curator } has_trait_in_council = { TRAIT = leader_trait_expertise_industry } } } } ai_weight = { factor = @robots_ai_tech_factor modifier = { factor = 2 is_materialist = yes } modifier = { factor = 0 NOR = { has_ai_personality_behaviour = robot_exploiter has_ai_personality_behaviour = robot_liberator } } modifier = { factor = 2 has_origin = origin_mechanists } modifier = { factor = 1000 has_origin = origin_synthetic_fertility } } } #Synthetic Personality Matrix tech_synthetic_leaders = { cost = @tier4cost3 area = engineering tier = 4 category = { industry } prerequisites = { "tech_synthetic_workers" } weight = @tier4weight3 feature_flags = { robot_leaders } ## unlocks robot-leaders potential = { NOR = { has_ethic = "ethic_gestalt_consciousness" is_individual_machine = yes } } weight_modifier = { modifier = { factor = 0 has_policy_flag = robots_outlawed } modifier = { factor = 0 has_policy_flag = ai_outlawed } modifier = { factor = 0.33 has_origin = origin_necrophage has_trait = trait_necrophage } } ai_weight = { modifier = { factor = 0 NOT = { has_ai_personality_behaviour = robot_exploiter } NOT = { has_ai_personality_behaviour = robot_liberator } } modifier = { factor = 2 is_materialist = yes } } } # Advanced Robotic Assembly tech_robot_assembly_complex = { icon = "tech_mega_assembly" cost = @tier4cost1 area = engineering tier = 4 category = { industry } prerequisites = { "tech_robomodding" "tech_galactic_administration" } is_rare = yes weight = @tier4weight1 potential = { NOT = { has_ethic = "ethic_gestalt_consciousness" } } weight_modifier = { factor = 0.5 modifier = { factor = 0.20 NOR = { has_trait_in_council = { TRAIT = leader_trait_maniacal } has_trait_in_council = { TRAIT = leader_trait_maniacal_2 } has_trait_in_council = { TRAIT = leader_trait_maniacal_3 } has_trait_in_council = { TRAIT = leader_trait_spark_of_genius } has_trait_in_council = { TRAIT = leader_trait_spark_of_genius_2 } has_trait_in_council = { TRAIT = leader_trait_curator } has_trait_in_council = { TRAIT = leader_trait_expertise_industry } } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_robot_assembly_complex } } ai_weight = { factor = @pop_growth_tech_ai_factor } } #Integrated Cybernetics tech_integrated_cybernetics = { cost = @tier2cost3 area = engineering tier = 2 category = { industry } prerequisites = { "tech_powered_exoskeletons" "tech_colonial_centralization" } weight = @tier2weight3 modifier = { pop_environment_tolerance = 0.05 army_damage_mult = 0.10 army_health = 0.10 } potential = { OR = { AND = { is_machine_empire = no is_individual_machine = no } has_civic = civic_machine_assimilator } } weight_modifier = { factor = 1.5 } ai_weight = { factor = 2 modifier = { factor = 1000 has_origin = origin_cybernetic_creed } } } # ################## # Space Mining # ################## tech_space_construction = { cost = 0 area = engineering tier = 0 category = { industry } start_tech = yes prereqfor_desc = { ship = { title = "TECH_UNLOCK_CONSTRUCTION_SHIP_CONSTRUCTION_TITLE" desc = "TECH_UNLOCK_CONSTRUCTION_SHIP_CONSTRUCTION_DESC" } # used to separate the entries custom = { title = "TECH_UNLOCK_MINING_STATION_TITLE" desc = "TECH_UNLOCK_MINING_STATION_DESC" } # used to separate the entries custom = { title = "TECH_UNLOCK_RESEARCH_STATION_TITLE" desc = "TECH_UNLOCK_RESEARCH_STATION_DESC" } } ai_weight = { } ## unlock construction ship, mining station, research station } # ################## # Afterburners # ################## #Afterburners tech_afterburners_1 = { area = engineering cost = @tier1cost2 tier = 1 category = { propulsion } ai_update_type = all prerequisites = { "tech_thrusters_1" } weight = @tier1weight2 weight_modifier = { factor = 1.25 modifier = { factor = 2 has_technology = tech_thrusters_2 } modifier = { factor = 2 has_technology = tech_thrusters_3 } } ai_weight = { } } #Advanced Afterburners tech_afterburners_2 = { area = engineering cost = @tier3cost2 tier = 3 category = { propulsion } ai_update_type = all prerequisites = { "tech_afterburners_1" "tech_thrusters_3" } weight = @tier3weight2 weight_modifier = { factor = 1.25 } ai_weight = { } } # ################## # Building Speed and Automation # ################## tech_assembly_pattern = { cost = @tier2cost3 area = engineering tier = 2 category = { industry } weight = @tier2weight3 modifier = { planet_building_build_speed_mult = 0.25 } technology_swap = { name = tech_assembly_pattern_tankbound inherit_icon = yes inherit_effects = no trigger = { is_tankbound_empire = yes } modifier = { planet_building_build_speed_mult = 0.25 bonus_automated_workforce_mult = 0.10 } } weight_modifier = { modifier = { factor = 1.25 is_militarist = yes } } ai_weight = { } } tech_construction_templates = { cost = @tier4cost2 area = engineering tier = 4 is_rare = yes category = { industry } prerequisites = { "tech_assembly_pattern" } weight = @tier4weight2 modifier = { planet_building_build_speed_mult = 0.50 show_only_custom_tooltip = no custom_tooltip = tech_construction_templates_effect } technology_swap = { name = tech_construction_templates_tankbound inherit_icon = yes inherit_effects = no trigger = { is_tankbound_empire = yes } modifier = { planet_building_build_speed_mult = 0.50 bonus_automated_workforce_mult = 0.10 } } weight_modifier = { factor = 0.5 modifier = { factor = 0.5 NOR = { has_trait_in_council = { TRAIT = leader_trait_expertise_industry } has_trait_in_council = { TRAIT = leader_trait_curator } } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_construction_templates } modifier = { factor = 1.25 is_militarist = yes } } ai_weight = { } } # ################## # Housing # ################## tech_housing_1 = { cost = @tier2cost2 area = engineering tier = 2 category = { industry } weight = @tier2weight2 potential = { is_wilderness_empire = no } modifier = { description = district_housing_tech_effect } weight_modifier = { factor = 1.5 } ai_weight = { modifier = { factor = @housing_ai_tech_factor pop_amount >= 10000 } } } tech_housing_2 = { cost = @tier3cost1 area = engineering tier = 3 category = { industry } prerequisites = { "tech_housing_1" } weight = @tier3weight1 potential = { is_wilderness_empire = no } modifier = { description = district_housing_2_tech_effect } weight_modifier = { factor = 1.5 modifier = { factor = 0 has_valid_civic = civic_agrarian_idyll } } ai_weight = { modifier = { factor = @housing_ai_tech_factor pop_amount >= 10000 } } } tech_leviathan_techgenesis = { cost = @tier5cost1 area = engineering tier = 5 is_rare = yes weight = @tier5weight1 category = { industry } potential = { has_machine_age_dlc = yes } prereqfor_desc = { custom = { title = "TECH_UNLOCK_LEVIATHAN_MACHINE_TITLE" desc = "TECH_UNLOCK_LEVIATHAN_MACHINE_DESC" } } weight_modifier = { factor = 0 # Awarded by event } ai_weight = { modifier = { factor = 0.5 has_ethic = ethic_fanatic_xenophobe } modifier = { factor = 0.75 has_ethic = ethic_xenophobe } modifier = { factor = 1.25 has_ethic = ethic_xenophile } modifier = { factor = 1.5 has_ethic = ethic_fanatic_xenophile } } }