# Hopefully someday we will write a full file here. # For now, note about "cost": # You can (in both species and leader traits) specify something like # cost = { # base = 1 # modifier = { # add = 2 # has_country_flag = something #(no way of accessing species scope, it proved highly impractical) # } # } # If you do this, the "base" will be used in cases where there is no country scope (e.g. customising a species in empire setup, and various # randomisation functions used mainly during galaxy generation. And a few more places). So you should always set that to a sensible number. # Some parameters for species traits # allowed_origins = { } OR - This trait is allowed in species creation if any of the listed origins is selected. If not specified, any origins are allowed. # forbidden_origins = { } OR - This trait is blocked in species creation if listed origins are selected. # allowed_civics = { } OR - This trait is allowed in species creation if any of the listed civics is selected. If not specified, any civics are allowed. # forbidden_civics = { } OR - This trait is blocked in species creation if listed civics are selected. # allowed_ethics = { } OR - This trait is allowed in species creation if any of the listed ethics are selected. If not specified, any ethics are allowed. # forbidden_ethics = { } OR - This trait is blocked in species creation if listed ethics are selected. # # category = : Sets the category the trait is a part of. Current categories { normal(default), cyborg, robotic, psionic, advanced_genetic, overtuned, malleable, mutation } # # hidden = yes/no (default = no) # Hides the trait in the Template Modification window # # assembly_score: evaluated when the game decides to build a species. Default is 0, anything positive adds some extra weight to # a species with that trait. (Has species and planet scope). A value of 0 does not stop it being picked, it just means this factor won't make # a difference. If you make it strongly negative, it will not pick this species. You probably only want to be in the range from -2 to 2 or so. # # allowed_archetypes = {} # Determines if the trait is valid for the given archetypes. # Accepts BIOLOGICAL, LITHOID, ROBOT, and MACHINE by default. # # archetype_override = {} # trigger that allows you to ignore allowed_archetypes (for example if you've researched a tech ) # scope is the species, from is the country for which the species is being modified # if it returns true, then the trait is valid, even if it's for a species with a different archetype # if empty or returning false, then the allowed_archetypes limitations are respected normally. # # allowed_planet_classes = {} # Lists the planet classes for the homeworld of the species (i.e. species habitability) for which this trait is allowed # # allowed_planet_classes_override = {} # trigger that allows you to ignore allowed_planet_classes # scope is the species, from is the country for which the species is being modified # if it returns true, then the trait is valid, even if it's for a species with a homeworld # of a planet class not included in allowed_planet_classes # if empty or returning false, then the allowed_planet_classes limitations are respected normally. # # species_class = {} # Determines if the trait is valid for the given species class. # Requires the species class is a member of an allowed archetype. # # species_class_override = {} # trigger that allows you to ignore species_classes (for example if you've researched a tech ) # scope is the species, from is the country for which the species is being modified # if it returns true, then the trait is valid, even if it's for a species with a different species class # if empty or returning false, then the species_class limitations are respected normally. # # portrait_override = { portrait1 portrait2 ... } # list of portrait for which the trait is always valid, regardless of archetype or species class # this allows exception, for example, egg laying, flat tailed, funny lookin, fast swimming, warm blooded duck billed web footed burrow digging p p p p p p platypus # # opposites = {} # Opposite traits are mutually exclusive. # IMPORTANT: if you add a new positive trait, please add it to the opposites = {} block of trait_invasive! # # species_potential_add = {} # Show the trait to add to species when genemodding or randomizing traits. # Scopes are this = species, from = country performing the modification. # default = always=yes # species_possible_add = {} # Governs if the trait can be added when creating a template with genemodding. # Scopes are this = species, from = country performing the modification. # default = always=yes # species_possible_merge_add = {} # Governs if the trait can be added when applying a template to an existing species with genemodding. # Scopes are this = species, from = country performing the modification. # default = always=yes # species_possible_remove = {} # Allow to remove the trait when genemodding. # Scopes are this = species, from = country performing the modification. # default = always=yes # species_possible_merge_remove = {} # Governs if the trait can be removed when applying a template to an existing species with genemodding. # Scopes are this = species, from = country performing the modification. # default = always=yes # triggered_planet_growth_habitability_modifier = {} # Applies growth and habitability modifiers (logistic_growth_mult, pop_environment_tolerance etc.) to pop groups of the species. # Won't show in trait tooltips, use custom_tooltip/custom_tooltip_with_modifiers. # scope is planet, from is species, fromfrom is country # triggered_species_modifier = {} # Applied to pops if the trigger is true. # Will show in trait tooltips if active. Tooltips will always use the player country as the country scope. # scope is species, from is country # triggered_pop_group_modifier = {} # Applied to pop groups if the trigger is true. # Won't show in trait tooltips, use custom_tooltip/custom_tooltip_with_modifiers. # scope is pop group # triggered_planet_pop_group_modifier_for_all = {} See documentation in buildings file. Won't show in trait tooltips, use custom_tooltip/custom_tooltip_with_modifier # triggered_planet_pop_group_modifier_for_species = {} See documentation in buildings file. Won't show in trait tooltips, use custom_tooltip/custom_tooltip_with_modifier # triggered_desc = { Show key if trigger/exclusive_trigger is true. # trigger = { } Trigger prepends additional localization key to existing text. # exclusive_trigger = { } Exclusive trigger replaces all other text in tooltip with localization key. # text = KEY # } # For both trigger and exclusive_trigger: THIS = trait, from = pop (if applicable, otherwise use NOT = { exists = from } as an extra condition) # Won't show in auto-generated trait tooltips, use custom_tooltip/custom_tooltip_with_modifiers. # localized_tags = { category_loc_key_1 category_loc_key_2 ... } # Appends a list of corresponding categories to the trait tooltip