namespace = astral_situation situation_event = { id = astral_situation.1 title = astral_situation.1.name desc = astral_situation.1.desc picture = GFX_evt_crystal_sphere show_sound = event_wind_ruins is_triggered_only = yes fire_only_once = yes location = target situation = this specimen = crystal_sphere_fragments option = { name = EXCELLENT owner = { add_resource_astral_threads = { VALUE = 100 } add_resource = { rare_crystals = 500 exotic_gases = 500 } add_modifier = { modifier = destroy_sphere_modifier days = 3600 } if = { limit = { OR = { is_xenophobe = yes is_homicidal = yes } } add_monthly_resource_mult = { resource = unity value = @tier4unityreward min = @tier4unitymin max = @tier4unitymax } } } } after = { destroy_situation = this } } situation_event = { id = astral_situation.5 title = astral_situation.5.name desc = astral_situation.5.desc picture = GFX_evt_crystal_sphere show_sound = event_wind_ruins is_triggered_only = yes fire_only_once = yes location = target situation = this option = { name = EXCELLENT event_target:crystal_sphere_system = { spawn_astral_rift = { random_pos = yes orbit_angle = 360 id = crystal graphics_entity_name = crystal_rift_entity } } } after = { destroy_situation = this } } situation_event = { id = astral_situation.10 hide_window = yes is_triggered_only = yes location = target situation = this immediate = { change_variable = { which = months_since_last_wave value = 1 } if = { limit = { check_variable = { which = months_since_last_wave value >= @formless_event_delay_between_waves_in_months } } set_variable = { which = months_since_last_wave value = 0 } set_saved_date = { key = days_before_spawn days_from_present = formless_event_delay_between_waves_in_days expires = formless_event_delay_between_waves_in_days } target = { event_target:aberrant_country = { spawn_formless_invader_fleet = { FLEET_STRENGTH = prev.invader_fleet_strength } change_variable = { which = invader_fleet_strength value = 1 } } event_target:formless_country = { spawn_formless_defense_fleet = { FLEET_FLAG = formless_defense_fleet } } } } } } country_event = { id = astral_situation.15 hide_window = yes is_triggered_only = yes fire_only_once = yes immediate = { event_target:aberrant_country = { destroy_country = yes } event_target:formless_system = { spawn_planet = { class = "pc_gaia" name = "NAME_FORMLESS_SYSTEM_GAIA" orbit_angle = 180 orbit_distance = 110 size = 40 init_effect = { set_planet_flag = formless_gaia_planet save_global_event_target_as = formless_gaia_planet add_modifier = { modifier = pm_formless_haven } } } } remove_global_flag = strange_wormholes_locked every_playable_country = { country_event = { id = astral_planes.50 days = 1 } } set_country_flag = the_formless_seal_is_set country_event = { id = astral_planes.3099 days = 1 } } } situation_event = { id = astral_situation.20 title = astral_situation.20.name desc = astral_situation.20.desc picture = GFX_evt_astral_rift is_triggered_only = yes location = target situation = this trigger = { owner = { NOT = { has_technology = tech_rift_sphere } } } option = { name = FASCINATING owner = { add_resource_astral_threads = { VALUE = 100 } add_tech_progress = { tech = tech_rift_sphere progress = 0.25 } } hidden_effect = { destroy_situation = this } } } situation_event = { id = astral_situation.25 is_triggered_only = yes hide_window = yes location = target situation = this immediate = { if = { limit = { NOT = { current_situation_approach = situation_a_rift_in_space_standard } NOT = { has_situation_flag = has_started_studying_rift_in_space } } set_situation_flag = has_started_studying_rift_in_space } else_if = { # Situation has been studied for a month limit = { NOT = { current_situation_approach = situation_a_rift_in_space_standard } has_situation_flag = has_started_studying_rift_in_space NOT = { has_situation_flag = has_studied } } set_situation_flag = has_studied } else_if = { # Went back to standard approach before studying for a month limit = { current_situation_approach = situation_a_rift_in_space_standard has_situation_flag = has_started_studying_rift_in_space NOT = { has_situation_flag = has_studied } } remove_situation_flag = has_started_studying_rift_in_space } if = { limit = { has_situation_flag = has_studied current_stage = stage_2 owner = { NOT = { has_country_flag = has_fired_rift_in_space_special_event } } } situation_event = { id = astral_situation.30 } owner = { set_country_flag = has_fired_rift_in_space_special_event } } } } situation_event = { id = astral_situation.30 hide_window = yes is_triggered_only = yes location = target situation = this trigger = { NOT = { owner = { has_country_flag = has_completed_a_rift_in_space_situation } } } immediate = { situation_event = { id = astral_situation.35 } if = { limit = { NOT = { owner = { has_country_flag = has_triggered_rift_in_space_unique_event } } } situation_event = { id = astral_situation.30 days = 360 } } } } situation_event = { id = astral_situation.35 hide_window = yes is_triggered_only = yes location = target situation = this immediate = { random_list = { 50 = { situation_event = { id = astral_situation.55 } owner = { set_country_flag = has_triggered_rift_in_space_unique_event } } 50 = { situation_event = { id = astral_situation.60 } owner = { set_country_flag = has_triggered_rift_in_space_unique_event } } 50 = { situation_event = { id = astral_situation.65 } owner = { set_country_flag = has_triggered_rift_in_space_unique_event } } 0 = { modifier = { add = value:rift_in_space_event_probability always = yes } } } } } situation_event = { id = astral_situation.55 title = astral_situation.55.name desc = astral_situation.55.desc picture = GFX_evt_astral_rift is_triggered_only = yes location = target situation = this immediate = { target.solar_system = { spawn_planet = { class = random_colonizable name = NAME_Planet_Rift_In_Space orbit_distance = 80 size = 17 init_effect = { prevent_anomaly = yes set_planet_flag = pre_ftl_default generate_pre_ftls_on_planet = yes set_surveyed = { surveyed = yes surveyor = root } set_all_comms_surveyed = yes last_created_country = { establish_communications_no_message = root } save_event_target_as = planet_rift_in_space } } } } option = { name = FASCINATING } } situation_event = { id = astral_situation.60 title = astral_situation.60.name desc = astral_situation.60.desc picture = GFX_evt_astral_rift is_triggered_only = yes location = target situation = this immediate = { create_species = { name = random class = random_non_machine portrait = random traits = random extra_trait_points = 5 allow_negative_traits = no effect = { save_event_target_as = rift_temporary_species } } target.solar_system = { closest_system = { limit = { AND = { has_owner = yes owner = { is_same_value = root.owner } } any_system_planet = { habitable_planet = yes exists = owner owner = { is_same_value = root.owner } OR = { is_colony = yes is_capital = yes } } } random_system_planet = { limit = { habitable_planet = yes exists = owner owner = { is_same_value = root.owner } OR = { is_colony = yes is_capital = yes } } create_pop_group = { species = event_target:rift_temporary_species } save_event_target_as = rift_temporary_species_planet } } } } option = { name = FASCINATING } } situation_event = { id = astral_situation.65 title = astral_situation.65.name desc = astral_situation.65.desc picture = GFX_evt_astral_rift is_triggered_only = yes location = target situation = this immediate = { target.solar_system = { closest_system = { limit = { AND = { has_owner = yes owner = { is_same_value = root.owner } } any_system_planet = { habitable_planet = yes OR = { is_colony = yes is_capital = yes } } } random_system_planet = { limit = { habitable_planet = yes OR = { is_colony = yes is_capital = yes } } add_modifier = { modifier = rift_in_space_time_acceleration_modifier days = 360 } save_event_target_as = rift_temporary_planet } } } } option = { name = FASCINATING } }