####################### # CLOAKING Technology # ####################### ###################### # Physics Technology # ###################### # Basic Cloaking Devices tech_cloaking_1 = { cost = @tier2cost3 area = physics tier = 2 category = { field_manipulation } ai_update_type = all is_rare = yes prerequisites = { "tech_shields_2" } weight = @tier2weight3 potential = { has_first_contact_dlc = yes } # Unlocks Active Reconnaissance feature_flags = { active_reconnaissance_unlocked } prereqfor_desc = { hide_prereq_for_desc = component custom = { title = "TECH_UNLOCK_CLOAKING_1_TITLE" desc = "TECH_UNLOCK_CLOAKING_1_DESC" } } gateway = cloaking weight_modifier = { modifier = { factor = value:tech_weight_likelihood has_trait_in_council = { TRAIT = leader_trait_curator } } modifier = { factor = value:tech_weight_likelihood has_trait_in_council = { TRAIT = leader_trait_fotd_scientist } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_cloaking_1 } modifier = { factor = 5 has_tradition = tr_subterfuge_adopt } } ai_weight = { } } # Advanced Cloaking Devices tech_cloaking_2 = { cost = @tier3cost3 area = physics tier = 3 category = { field_manipulation } ai_update_type = all is_rare = yes prerequisites = { "tech_cloaking_1" "tech_shields_3" } weight = @tier3weight3 potential = { has_first_contact_dlc = yes } prereqfor_desc = { hide_prereq_for_desc = component custom = { title = "TECH_UNLOCK_CLOAKING_2_TITLE" desc = "TECH_UNLOCK_CLOAKING_2_DESC" } } weight_modifier = { modifier = { factor = 0 NOR = { has_technology = tech_mine_exotic_gases has_technology = tech_exotic_gases has_country_flag = has_market_access } } modifier = { factor = value:tech_weight_likelihood has_trait_in_council = { TRAIT = leader_trait_curator } } modifier = { factor = value:tech_weight_likelihood has_trait_in_council = { TRAIT = leader_trait_fotd_scientist } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_cloaking_2 } modifier = { factor = 5 has_tradition = tr_subterfuge_adopt } } ai_weight = { } } # Elite Cloaking Devices tech_cloaking_3 = { cost = @tier4cost3 area = physics tier = 4 category = { field_manipulation } ai_update_type = all is_rare = yes prerequisites = { "tech_cloaking_2" "tech_shields_4" } weight = @tier4weight3 potential = { has_first_contact_dlc = yes } prereqfor_desc = { hide_prereq_for_desc = component custom = { title = "TECH_UNLOCK_CLOAKING_3_TITLE" desc = "TECH_UNLOCK_CLOAKING_3_DESC" } } weight_modifier = { modifier = { factor = value:tech_weight_likelihood has_trait_in_council = { TRAIT = leader_trait_curator } } modifier = { factor = value:tech_weight_likelihood has_trait_in_council = { TRAIT = leader_trait_fotd_scientist } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_cloaking_3 } modifier = { factor = 5 has_tradition = tr_subterfuge_adopt } } ai_weight = { } } # Dark Matter Cloaks tech_cloaking_dark_matter = { cost = @fallentechcost area = physics tier = @fallentechtier category = { field_manipulation } ai_update_type = all weight = @tier5weight2 is_rare = yes is_dangerous = yes prerequisites = { "tech_dark_matter_deflector" "tech_cloaking_3" } prereqfor_desc = { hide_prereq_for_desc = component custom = { title = "TECH_UNLOCK_CLOAKING_DARK_MATTER_TITLE" desc = "TECH_UNLOCK_CLOAKING_DARK_MATTER_DESC" } } weight_modifier = { modifier = { factor = value:tech_weight_likelihood has_trait_in_council = { TRAIT = leader_trait_curator } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_cloaking_dark_matter } modifier = { factor = 5 has_tradition = tr_subterfuge_adopt } } ai_weight = { } } ###################### # Society Technology # ###################### # Psionic Cloaks tech_cloaking_psi = { cost = @tier5cost3 area = society tier = 5 category = { psionics } ai_update_type = all is_rare = yes prerequisites = { "tech_psi_jump_drive_1" } weight = @tier5weight2 is_reverse_engineerable = no potential = { OR = { has_shroud_dlc = yes NOT = { has_ethic = ethic_gestalt_consciousness } } has_first_contact_dlc = yes } prereqfor_desc = { hide_prereq_for_desc = component custom = { title = "TECH_UNLOCK_CLOAKING_PSI_TITLE" desc = "TECH_UNLOCK_CLOAKING_PSI_DESC" } } weight_modifier = { modifier = { factor = 0.1 NOR = { has_trait_in_council = { TRAIT = leader_trait_expertise_psionics } 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_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_cloaking_psi } modifier = { factor = 5 has_tradition = tr_subterfuge_adopt } } } ######################## # DETECTION Technology # ######################## # Basic Cloak Detection Platform tech_detection_array = { cost = @tier2cost3 area = physics tier = 2 category = { computing } ai_update_type = all is_rare = yes prerequisites = { "tech_sensors_2" } weight = @tier2weight3 potential = { has_first_contact_dlc = yes } # unlocks starbase module - detection array gateway = detection weight_modifier = { modifier = { factor = value:tech_weight_likelihood has_trait_in_council = { TRAIT = leader_trait_curator } } modifier = { factor = value:tech_weight_likelihood has_trait_in_council = { TRAIT = leader_trait_fotd_scientist } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_detection_array } modifier = { factor = 5 has_tradition = tr_subterfuge_adopt } } } # Dark Matter Detection Booster tech_dark_matter_detection = { cost = @tier5cost3 area = physics tier = 5 category = { particles } ai_update_type = all is_rare = yes prerequisites = { "tech_detection_array" "tech_mine_dark_matter" } weight = @tier5weight3 potential = { has_first_contact_dlc = yes } # unlocks starbase building - dark matter resonance chamber weight_modifier = { modifier = { factor = value:tech_weight_likelihood has_trait_in_council = { TRAIT = leader_trait_curator } } modifier = { factor = value:tech_weight_likelihood has_trait_in_council = { TRAIT = leader_trait_fotd_scientist } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_dark_matter_detection } modifier = { factor = 5 has_tradition = tr_subterfuge_adopt } } } # Assisted Detection Algorithms tech_assisted_detection = { cost = @tier2cost3 area = physics tier = 2 category = { computing } ai_update_type = all is_rare = yes prerequisites = { "tech_detection_array" } weight = @tier2weight3 potential = { has_first_contact_dlc = yes } # Unlocks Assist Cloaking Detection feature_flags = { assist_cloaking_detection_unlocked } weight_modifier = { modifier = { factor = value:tech_weight_likelihood has_trait_in_council = { TRAIT = leader_trait_curator } } modifier = { factor = value:tech_weight_likelihood has_trait_in_council = { TRAIT = leader_trait_fotd_scientist } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_assisted_detection } modifier = { factor = 5 has_tradition = tr_subterfuge_adopt } } } ######################################## # Basic Jump Drive for Eager Explorers # ######################################## tech_subspace_drive = { cost = @tier0cost1 area = physics tier = 0 category = { particles } ai_update_type = all is_reverse_engineerable = no is_rare = yes weight = 0 start_tech = yes potential = { has_first_contact_dlc = yes } feature_flags = { jump_method } weight_modifier = { factor = 0 } prereqfor_desc = { component = { title = "TECH_UNLOCK_SUBSPACE_DRIVE_TITLE" desc = "TECH_UNLOCK_SUBSPACE_DRIVE_DESC" } } starting_potential = { is_eager_explorer_empire = yes } } ####################### # Pre-FTL Insights # ####################### ###################### # Physics Technology # ###################### tech_unusual_senses = { cost = @tier2cost3 area = physics tier = 2 category = { particles } ai_update_type = all is_insight = yes weight = 0 potential = { has_first_contact_dlc = yes } prereqfor_desc = { custom = { title = tech_unusual_senses_effect } } modifier = { envoys_add = @insight_envoy_gain } } tech_new_numbers = { cost = @tier2cost3 area = physics tier = 2 category = { computing } ai_update_type = all is_insight = yes weight = 0 potential = { has_first_contact_dlc = yes } modifier = { envoys_add = @insight_envoy_gain all_technology_research_speed = 0.05 } } tech_trinary_computing = { cost = @tier2cost3 area = physics tier = 2 category = { computing } ai_update_type = all is_insight = yes weight = 0 potential = { has_first_contact_dlc = yes } modifier = { envoys_add = @insight_envoy_gain espionage_operation_speed_mult = 0.1 espionage_operation_difficulty_add = -1 } } tech_atmospheric_orbital_mechanics = { cost = @tier2cost3 area = physics tier = 2 category = { computing } ai_update_type = all is_insight = yes weight = 0 potential = { has_first_contact_dlc = yes } modifier = { envoys_add = @insight_envoy_gain station_gatherers_produces_mult = 0.05 station_researchers_produces_mult = 0.05 stations_upkeep_mult = -0.5 } } ###################### # Society Technology # ###################### # Predatory Tactics tech_predatory_tactics = { cost = @tier2cost3 area = society tier = 2 category = { military_theory } ai_update_type = all is_insight = yes weight = 0 potential = { has_first_contact_dlc = yes } prereqfor_desc = { custom = { title = tech_predatory_tactics_effect } } modifier = { envoys_add = @major_insight_envoy_gain } ai_weight = { modifier = { factor = 2 has_technology = tech_cloaking_1 } modifier = { factor = 4 has_technology = tech_cloaking_2 } modifier = { factor = 4 has_technology = tech_cloaking_3 } } } # Satisfying Insult tech_satisfying_insults = { cost = @tier2cost3 area = society tier = 2 category = { statecraft } ai_update_type = all is_insight = yes weight = 0 potential = { has_first_contact_dlc = yes } prereqfor_desc = { custom = { title = tech_satisfying_insults_effect } } modifier = { envoys_add = @major_insight_envoy_gain country_insult_efficiency = 0.5 } ai_weight = { modifier = { factor = 2 values_others = no } } } # Compact Living tech_compact_living = { cost = @tier2cost3 area = society tier = 2 category = { statecraft } ai_update_type = all is_insight = yes weight = 0 potential = { has_first_contact_dlc = yes } modifier = { envoys_add = @major_insight_envoy_gain empire_size_penalty_mult = -0.05 } ai_weight = { modifier = {#This is just a good tech factor = 2 } } } # Alien Topography tech_alien_topography = { cost = @tier2cost3 area = society tier = 2 category = { new_worlds } ai_update_type = all is_insight = yes weight = 0 potential = { has_first_contact_dlc = yes } modifier = { envoys_add = @major_insight_envoy_gain planet_non_artificial_max_districts_add = 1 } ai_weight = { modifier = {#This is just a good tech factor = 2 } } } # Xeno Astethics tech_xeno_aesthetics = { cost = @tier2cost3 area = society tier = 2 category = { statecraft } ai_update_type = all is_insight = yes weight = 0 potential = { has_first_contact_dlc = yes } modifier = { envoys_add = @major_insight_envoy_gain damage_vs_rival_mult = 0.1 } ai_weight = { modifier = { factor = 2 num_rivals > 0 } } } ########################## # Engineering Technology # ########################## # Lost Building Methods tech_lost_building_methods = { cost = @tier2cost3 area = engineering tier = 2 category = { industry } ai_update_type = all is_insight = yes weight = 0 potential = { has_first_contact_dlc = yes } modifier = { envoys_add = @insight_envoy_gain empire_size_districts_mult = -0.3 planet_districts_cost_mult = -0.3 } } # Supreme Alloy tech_supreme_alloy = { cost = @tier2cost3 area = engineering tier = 2 category = { materials } ai_update_type = all is_insight = yes weight = 0 potential = { has_first_contact_dlc = yes } modifier = { envoys_add = @insight_envoy_gain planet_metallurgists_alloys_produces_add = 0.25 } } # Ordered Retreat tech_ordered_retreat = { cost = @tier2cost3 area = engineering tier = 2 category = { voidcraft } ai_update_type = all is_insight = yes weight = 0 potential = { has_first_contact_dlc = yes } modifier = { envoys_add = @insight_envoy_gain fleet_mia_time_mult = -0.15 } } # Temple of Transportation tech_temple_of_transportation = { cost = @tier2cost3 area = engineering tier = 2 category = { voidcraft } ai_update_type = all is_insight = yes weight = 0 potential = { has_first_contact_dlc = yes } modifier = { envoys_add = @insight_envoy_gain megastructures_hyper_relay_unity_produces_add = 1 } }