####################################### ######### STRATEGIC RESOURCES ######### ####################################### ################# # Non-clustered # ################# #Living Metal tech_mine_living_metal = { cost = @tier5cost1 area = engineering tier = 5 category = { materials } prerequisites = { "tech_space_construction" } weight = @tier5weight1 weight_modifier = { factor = 0.5 modifier = { factor = 0 NOT = { any_planet_within_border = { has_deposit = d_living_metal_deposit } } } } ai_weight = { modifier = { factor = 20 has_country_flag = dragon_breeders #so they can recruit Fledgeling Dragons } } } #Betharian Refining tech_mine_betharian = { cost = @tier1cost2 area = engineering tier = 2 category = { materials } prerequisites = { "tech_space_construction" } weight = @tier1weight2 weight_modifier = { factor = 2 modifier = { factor = 0 NOT = { any_owned_planet = { has_deposit = d_betharian_deposit } } } } ai_weight = { factor = @zone_clear_ai_tech_factor } } # ################## # Rare Resources # ################## #Volatile Mote Mining tech_mine_volatile_motes = { icon = tech_volatile_motes cost = @tier2cost1 area = physics tier = 2 category = { particles } prerequisites = { "tech_space_construction" } weight = @tier2weight1 weight_modifier = { factor = 2 modifier = { factor = 0 NOT = { any_owned_planet = { OR = { has_deposit = d_dust_caverns has_deposit = d_dust_desert has_deposit = d_industrial_sector } } any_planet_within_border = { OR = { has_deposit = d_volatile_motes_1 has_deposit = d_volatile_motes_2 has_deposit = d_volatile_motes_3 has_deposit = d_volatile_motes_4 has_deposit = d_volatile_motes_5 } } } } } ai_weight = { factor = @strategic_resource_ai_tech_factor #important resource } } #Volatile Material Plants tech_volatile_motes = { cost = @tier2cost1 area = physics tier = 2 category = { particles } prerequisites = { "tech_basic_industry" } weight = @tier2weight1 technology_swap = { # Wilderness icon swap name = tech_wilderness_volatile_motes inherit_icon = no inherit_effects = yes trigger = { is_wilderness_empire = yes } } weight_modifier = { factor = 2 modifier = { factor = 0.5 OR = { any_owned_planet = { OR = { has_deposit = d_dust_caverns has_deposit = d_dust_desert has_deposit = d_industrial_sector } } any_planet_within_border = { OR = { has_deposit = d_volatile_motes_1 has_deposit = d_volatile_motes_2 has_deposit = d_volatile_motes_3 has_deposit = d_volatile_motes_4 has_deposit = d_volatile_motes_5 } } } } } ai_weight = { factor = @strategic_resource_ai_tech_factor #important resource } } #Exotic Gas Extraction tech_mine_exotic_gases = { icon = tech_exotic_gases cost = @tier2cost1 area = engineering tier = 2 category = { materials } prerequisites = { "tech_space_construction" } weight = @tier2weight1 weight_modifier = { factor = 2 modifier = { factor = 0 NOT = { any_owned_planet = { OR = { has_deposit = d_bubbling_swamp has_deposit = d_fuming_bog has_deposit = d_industrial_sector has_deposit = d_exotic_mountain } } any_planet_within_border = { OR = { has_deposit = d_exotic_gases_1 has_deposit = d_exotic_gases_2 has_deposit = d_exotic_gases_3 has_deposit = d_exotic_gases_4 has_deposit = d_exotic_gases_5 } } } } } ai_weight = { factor = @strategic_resource_ai_tech_factor #important resource } } #Exotic Gas Refining tech_exotic_gases = { cost = @tier2cost1 area = engineering tier = 2 category = { materials } prerequisites = { "tech_basic_industry" } weight = @tier2weight1 technology_swap = { # Wilderness icon swap name = tech_wilderness_exotic_gases inherit_icon = no inherit_effects = yes trigger = { is_wilderness_empire = yes } } weight_modifier = { factor = 2 modifier = { factor = 0.5 OR = { any_owned_planet = { OR = { has_deposit = d_bubbling_swamp has_deposit = d_fuming_bog has_deposit = d_industrial_sector has_deposit = d_exotic_mountain } } any_planet_within_border = { OR = { has_deposit = d_exotic_gases_1 has_deposit = d_exotic_gases_2 has_deposit = d_exotic_gases_3 has_deposit = d_exotic_gases_4 has_deposit = d_exotic_gases_5 } } } } } ai_weight = { factor = @strategic_resource_ai_tech_factor #important resource } } #Rare Crystal Mining tech_mine_rare_crystals = { cost = @tier2cost1 area = engineering tier = 2 category = { materials } prerequisites = { "tech_space_construction" } weight = @tier2weight1 weight_modifier = { factor = 2 modifier = { } modifier = { factor = 0 NOT = { any_owned_planet = { OR = { has_deposit = d_crystalline_caverns has_deposit = d_crystal_forest has_deposit = d_crystal_reef has_deposit = d_industrial_sector } } any_planet_within_border = { OR = { has_deposit = d_rare_crystals_1 has_deposit = d_rare_crystals_2 has_deposit = d_rare_crystals_3 has_deposit = d_rare_crystals_4 has_deposit = d_rare_crystals_5 } } } } modifier = { add = 1 has_country_flag = tech_mine_rare_crystals_culling_boost } } ai_weight = { factor = @strategic_resource_ai_tech_factor #strategic resource } } #Rare Crystal Manufacturing tech_rare_crystals = { cost = @tier2cost1 area = engineering tier = 2 category = { materials } prerequisites = { "tech_basic_industry" } weight = @tier2weight1 technology_swap = { # Wilderness icon swap name = tech_wilderness_rare_crystals inherit_icon = no inherit_effects = yes trigger = { is_wilderness_empire = yes } } weight_modifier = { factor = 2 modifier = { factor = 0.5 OR = { any_owned_planet = { OR = { has_deposit = d_crystalline_caverns has_deposit = d_crystal_forest has_deposit = d_crystal_reef has_deposit = d_industrial_sector } } any_planet_within_border = { OR = { has_deposit = d_rare_crystals_1 has_deposit = d_rare_crystals_2 has_deposit = d_rare_crystals_3 has_deposit = d_rare_crystals_4 has_deposit = d_rare_crystals_5 } } } } } ai_weight = { factor = @strategic_resource_ai_tech_factor } } #Zro Distillation tech_mine_zro = { cost = @tier3cost2 area = society tier = 3 category = { psionics } is_rare = yes prerequisites = { "tech_sensors_3" } is_reverse_engineerable = no weight = @tier3weight2 technology_swap = { name = tech_mine_zro_machine_gestalt inherit_icon = yes inherit_effects = yes trigger = { is_gestalt = yes is_robot_empire = yes } } technology_swap = { name = tech_mine_zro_machine_non_gestalt inherit_icon = yes inherit_effects = yes trigger = { is_gestalt = no is_robot_empire = yes } } technology_swap = { name = tech_mine_zro_hive inherit_icon = yes inherit_effects = yes trigger = { is_hive_empire = yes is_wilderness_empire = no } } technology_swap = { name = tech_mine_zro_wilderness inherit_icon = yes inherit_effects = yes trigger = { is_wilderness_empire = yes } } ## unlock see zro ore weight_modifier = { modifier = { factor = 0.10 NOR = { has_trait_in_council = { TRAIT = leader_trait_expertise_psionics } has_trait_in_council = { TRAIT = leader_trait_curator } } } modifier = { factor = 0.10 NOT = { has_technology = "tech_psionic_theory" } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_mine_zro } modifier = { factor = 2 any_owned_pop_group = { is_psionic_species = yes } } modifier = { factor = 1.25 any_owned_pop_group = { is_latent_psionic_species = yes } NOT = { any_owned_pop_group = { is_psionic_species = yes } } } modifier = { factor = 2 has_paragon_dlc = no any_owned_leader = { has_trait = leader_trait_shroudwalker } } modifier = { factor = 2 # On top of regular bonus from trait. has_trait_in_council = { TRAIT = leader_trait_expertise_psionics } } } ai_weight = { factor = 2.5 # extremely rare tech (especially if you don't have psionic theory) modifier = { factor = 1.25 has_trait_in_council = { TRAIT = leader_trait_expertise_psionics } } modifier = { factor = 5 has_finished_psionic_tradition = yes } } } #Dark Matter Drawing tech_mine_dark_matter = { cost = @tier3cost3 area = physics tier = 3 category = { field_manipulation } prerequisites = { "tech_sensors_4" } weight = @tier3weight3 ## unlock see dark matter technology_swap = { name = tech_mine_dark_matter inherit_icon = yes inherit_effects = yes trigger = { has_ascension_perk = ap_weather_control } prereqfor_desc = { custom = { title = tech_generate_gravity_storm_tt } } weight = { factor = 1 } } weight_modifier = { modifier = { factor = 0 NOR = { has_country_flag = dark_matter_found any_system_within_border = { any_system_planet = { has_resource = { type = sr_dark_matter amount > 0 } } } any_relation = { AND = { is_country_type = default has_communications = ROOT has_technology = tech_mine_dark_matter } } } } } ai_weight = { factor = 2 #strategic resource } } # Nanite Transmutation tech_nanite_transmutation = { cost = @tier2cost3 area = engineering tier = 2 category = { materials } weight = @tier2weight3 is_rare = yes potential = { host_has_dlc = "Distant Stars Story Pack" } weight_modifier = { factor = 0.50 modifier = { factor = 0 NOT = { any_system_within_border = { any_system_planet = { has_resource = { type = nanites amount > 0 } } } } } inline_script = { script = technologies/rare_technologies_weight_modifiers TECHNOLOGY = tech_nanite_transmutation } } ai_weight = { factor = @strategic_resource_ai_tech_factor #important resource } }