############################ # # Leader Events # # Written by Henrik Thyrwall # ############################ namespace = leader # New Admiral country_event = { id = leader.1 title = "leader.1.name" desc = { trigger = { is_hive_empire = yes } text = "leader.1.desc.hive" } desc = { trigger = { is_machine_empire = yes } text = "leader.1.desc.machine" } desc = { trigger = { NOR = { is_hive_empire = yes is_machine_empire = yes } } text = "leader.1.desc" } picture = { trigger = { fromfrom = { is_ship_class = shipclass_military root = { country_uses_bio_ships = no } } } picture = GFX_evt_federation_fleet } picture = { trigger = { fromfrom = { is_ship_class = shipclass_military_station root = { country_uses_bio_ships = no } } } picture = GFX_evt_space_station } picture = { trigger = { fromfrom = { is_ship_class = shipclass_military root = { country_uses_bio_ships = yes } } } picture = GFX_evt_bio_ships_orbiting } picture = { trigger = { fromfrom = { is_ship_class = shipclass_military_station root = { country_uses_bio_ships = yes } } } picture = GFX_evt_bioship_hangar } location = ROOT is_triggered_only = yes trigger = { is_country_type = default any_owned_leader = { leader_class = commander } NOT = { has_country_flag = recent_promising_officer } FROMFROM = { #Civilian Ships should not generate officers OR = { is_ship_class = shipclass_military_station is_ship_class = shipclass_military } } } immediate = { set_timed_country_flag = { flag = recent_promising_officer days = 720 } FROMFROM = { solar_system = { save_event_target_as = system } random_controlled_ship = { save_event_target_as = ship } } random_list = { 25 = { create_leader = { class = commander species = owner_main_species name = random skill = 2 traits = { 1 = leader_trait_gale_speed 2 = leader_trait_aggressive 0 = leader_trait_eager } } last_created_leader = { save_event_target_as = officer } } 25 = { create_leader = { class = commander species = owner_main_species name = random skill = 2 traits = { 1 = leader_trait_aggressive 2 = leader_trait_engineer 0 = leader_trait_eager } } last_created_leader = { save_event_target_as = officer } } 25 = { create_leader = { class = commander species = owner_main_species name = random skill = 2 traits = { 1 = leader_trait_fleet_logistician 2 = leader_trait_cautious 0 = leader_trait_eager } } last_created_leader = { save_event_target_as = officer } } 25 = { create_leader = { class = commander species = owner_main_species name = random skill = 2 traits = { 1 = leader_trait_scout 2 = leader_trait_trickster 0 = leader_trait_eager } } last_created_leader = { save_event_target_as = officer } } } } option = { name = GOOD custom_tooltip = new_admiral } } ### COMMANDER TRAITS # Trickster gained from Victory country_event = { id = leader.5 title = "admiral_trait_gain" desc = { trigger = { is_hive_empire = yes } text = "leader.newadmiraltrait.desc.hive" } desc = { trigger = { is_machine_empire = yes } text = "leader.newadmiraltrait.desc.machine" } desc = { trigger = { NOR = { is_hive_empire = yes is_machine_empire = yes } } text = "leader.5.desc" } picture = GFX_evt_federation_fleet location = ROOT is_triggered_only = yes trigger = { is_country_type = default FROMFROM = { exists = leader leader = { leader_class = commander num_traits < 3 NOR = { has_trait = leader_trait_trickster has_trait = leader_trait_unyielding } } } } immediate = { FROMFROM = { leader = { save_event_target_as = officer } solar_system = { save_event_target_as = system } } } option = { name = GOOD FROMFROM = { leader = { add_trait = { trait = leader_trait_trickster } } } } } # Aggressive gained from Victory country_event = { id = leader.6 title = "admiral_trait_gain" desc = { trigger = { is_hive_empire = yes } text = "leader.newadmiraltrait.desc.hive" } desc = { trigger = { is_machine_empire = yes } text = "leader.newadmiraltrait.desc.machine" } desc = { trigger = { NOR = { is_hive_empire = yes is_machine_empire = yes } } text = "leader.6.desc" } picture = GFX_evt_federation_fleet location = FROMFROM is_triggered_only = yes trigger = { is_country_type = default FROMFROM = { exists = leader leader = { leader_class = commander num_traits < 3 NOR = { has_trait = leader_trait_cautious has_trait = leader_trait_aggressive } } } } immediate = { FROMFROM = { leader = { save_event_target_as = officer } solar_system = { save_event_target_as = system } } } option = { name = GOOD FROMFROM = { leader = { add_trait = { trait = leader_trait_aggressive } } } } } # Unyielding gained from Victory country_event = { id = leader.7 title = "admiral_trait_gain" desc = { trigger = { is_hive_empire = yes } text = "leader.newadmiraltrait.desc.hive" } desc = { trigger = { is_machine_empire = yes } text = "leader.newadmiraltrait.desc.machine" } desc = { trigger = { NOR = { is_hive_empire = yes is_machine_empire = yes } } text = "leader.7.desc" } picture = GFX_evt_federation_fleet location = FROMFROM is_triggered_only = yes trigger = { is_country_type = default FROMFROM = { exists = leader leader = { leader_class = commander num_traits < 3 NOR = { has_trait = leader_trait_trickster has_trait = leader_trait_unyielding } } } } immediate = { FROMFROM = { leader = { save_event_target_as = officer } solar_system = { save_event_target_as = system } } } option = { name = GOOD FROMFROM = { leader = { add_trait = { trait = leader_trait_unyielding } } } } } # Gale Speed gained from Victory country_event = { id = leader.8 title = "admiral_trait_gain" desc = { trigger = { is_hive_empire = yes } text = "leader.newadmiraltrait.desc.hive" } desc = { trigger = { is_machine_empire = yes } text = "leader.newadmiraltrait.desc.machine" } desc = { trigger = { NOR = { is_hive_empire = yes is_machine_empire = yes } } text = "leader.8.desc" } picture = GFX_evt_federation_fleet location = FROMFROM is_triggered_only = yes trigger = { is_country_type = default FROMFROM = { exists = leader leader = { leader_class = commander num_traits < 3 NOR = { has_trait = leader_trait_lethargic has_trait = leader_trait_gale_speed has_trait = leader_trait_gale_speed_2 } } } } immediate = { FROMFROM = { leader = { save_event_target_as = officer } solar_system = { save_event_target_as = system } } } option = { name = GOOD FROMFROM = { leader = { add_trait = { trait = leader_trait_gale_speed } } } } } # Lethargic lost from Victory country_event = { id = leader.9 title = "admiral_trait_loss" desc = { trigger = { is_hive_empire = yes } text = "leader.lostadmiraltrait.desc.hive" } desc = { trigger = { is_machine_empire = yes } text = "leader.lostadmiraltrait.desc.machine" } desc = { trigger = { NOR = { is_hive_empire = yes is_machine_empire = yes } } text = "leader.9.desc" } picture = GFX_evt_federation_fleet location = FROMFROM is_triggered_only = yes trigger = { is_country_type = default FROMFROM = { exists = leader leader = { has_trait = leader_trait_lethargic } } } immediate = { FROMFROM = { leader = { save_event_target_as = officer } solar_system = { save_event_target_as = system } } } option = { name = GOOD FROMFROM = { leader = { remove_trait = leader_trait_lethargic } } } } # Cautious gained from Defeat fleet_event = { id = leader.10 title = "admiral_trait_gain" desc = { trigger = { owner = { is_hive_empire = yes } } text = "leader.newadmiraltrait.desc.hive" } desc = { trigger = { owner = { is_machine_empire = yes } } text = "leader.newadmiraltrait.desc.machine" } desc = { trigger = { owner = { NOR = { is_hive_empire = yes is_machine_empire = yes } } } text = "leader.10.desc" } picture = GFX_evt_federation_fleet location = ROOT is_triggered_only = yes trigger = { owner = { is_country_type = default } exists = leader leader = { leader_class = commander num_traits < 3 NOR = { has_trait = leader_trait_cautious has_trait = leader_trait_aggressive } } } immediate = { leader = { save_event_target_as = officer } solar_system = { save_event_target_as = system } } option = { name = GOOD leader = { add_trait = { trait = leader_trait_cautious } } } } # Nervous gained from Defeat fleet_event = { id = leader.11 title = "admiral_trait_gain" desc = { trigger = { owner = { is_hive_empire = yes } } text = "leader.newadmiraltrait.desc.hive" } desc = { trigger = { owner = { is_machine_empire = yes } } text = "leader.newadmiraltrait.desc.machine" } desc = { trigger = { owner = { NOR = { is_hive_empire = yes is_machine_empire = yes } } } text = "leader.11.desc" } picture = GFX_evt_federation_fleet location = ROOT is_triggered_only = yes trigger = { owner = { is_country_type = default } exists = leader owner = { has_technology = tech_doctrine_fleet_size_2 } leader = { num_traits < 3 leader_class = commander NOR = { has_trait = leader_trait_fleet_organizer has_trait = leader_trait_unyielding has_trait = leader_trait_nervous } } } immediate = { leader = { save_event_target_as = officer } solar_system = { save_event_target_as = system } } option = { name = UNFORTUNATE leader = { add_trait = { trait = leader_trait_nervous } } } } # Unyielding gained from Defeat fleet_event = { id = leader.12 title = "admiral_trait_gain" desc = { trigger = { owner = { is_hive_empire = yes } } text = "leader.newadmiraltrait.desc.hive" } desc = { trigger = { owner = { is_machine_empire = yes } } text = "leader.newadmiraltrait.desc.machine" } desc = { trigger = { owner = { NOR = { is_hive_empire = yes is_machine_empire = yes } } } text = "leader.12.desc" } picture = GFX_evt_federation_fleet location = ROOT is_triggered_only = yes trigger = { owner = { is_country_type = default } exists = leader leader = { leader_class = commander num_traits < 3 NOT = { has_trait = leader_trait_unyielding } } } immediate = { leader = { save_event_target_as = officer } solar_system = { save_event_target_as = system } } option = { name = GOOD leader = { add_trait = { trait = leader_trait_unyielding } } } } # Gale Speed gained from Defeat fleet_event = { id = leader.13 title = "admiral_trait_gain" desc = { trigger = { owner = { is_hive_empire = yes } } text = "leader.newadmiraltrait.desc.hive" } desc = { trigger = { owner = { is_machine_empire = yes } } text = "leader.newadmiraltrait.desc.machine" } desc = { trigger = { owner = { NOR = { is_hive_empire = yes is_machine_empire = yes } } } text = "leader.13.desc" } picture = GFX_evt_federation_fleet location = ROOT is_triggered_only = yes trigger = { owner = { is_country_type = default } exists = leader leader = { leader_class = commander num_traits < 3 NOR = { has_trait = leader_trait_lethargic has_trait = leader_trait_gale_speed has_trait = leader_trait_gale_speed_2 } } } immediate = { leader = { save_event_target_as = officer } solar_system = { save_event_target_as = system } } option = { name = GOOD leader = { add_trait = { trait = leader_trait_gale_speed } } } } # Lethargic gained from Defeat fleet_event = { id = leader.14 title = "admiral_trait_gain" desc = { trigger = { owner = { is_hive_empire = yes } } text = "leader.newadmiraltrait.desc.hive" } desc = { trigger = { owner = { is_machine_empire = yes } } text = "leader.newadmiraltrait.desc.machine" } desc = { trigger = { owner = { NOR = { is_hive_empire = yes is_machine_empire = yes } } } text = "leader.14.desc" } picture = GFX_evt_federation_fleet location = ROOT is_triggered_only = yes trigger = { owner = { is_country_type = default } exists = leader leader = { leader_class = commander num_traits < 3 NOR = { has_trait = leader_trait_gale_speed has_trait = leader_trait_gale_speed_2 has_trait = leader_trait_lethargic } } } immediate = { leader = { save_event_target_as = officer } solar_system = { save_event_target_as = system } } option = { name = UNFORTUNATE leader = { add_trait = { trait = leader_trait_lethargic } } } } # Engineer gained from Repairing fleet_event = { id = leader.15 title = "admiral_trait_gain" desc = { trigger = { owner = { is_hive_empire = yes } } text = "leader.optimizations.desc.hive" } desc = { trigger = { owner = { is_machine_empire = yes } } text = "leader.optimizations.desc.machine" } desc = { trigger = { owner = { NOR = { is_hive_empire = yes is_machine_empire = yes } } } text = "leader.15.desc" } picture = GFX_evt_federation_fleet location = ROOT trigger = { owner = { is_country_type = default has_technology = tech_doctrine_fleet_size_3 NOT = { has_ethic = ethic_gestalt_consciousness } } is_being_repaired = yes exists = leader leader = { leader_class = commander num_traits < 3 NOR = { has_trait = leader_trait_engineer } } } mean_time_to_happen = { months = 240 } immediate = { leader = { save_event_target_as = officer } } option = { name = GOOD leader = { add_trait = { trait = leader_trait_engineer } } } } # Organizer gained from Large Fleet #fleet_event = { # id = leader.16 # title = "admiral_trait_gain" # desc = "leader.16.desc" # picture = GFX_evt_federation_fleet # location = ROOT # # trigger = { # owner = { is_country_type = default } # exists = leader # num_ships > 1 # leader = { # num_traits < 3 # NOT = { # has_trait = leader_trait_fleet_organizer # has_trait = leader_trait_nervous # } # } # owner = { has_technology = tech_doctrine_fleet_size_3 } # } # # mean_time_to_happen = { # months = 240 # } # # immediate = { # leader = { save_event_target_as = officer } # } # # option = { # name = GOOD # leader = { # add_trait = { # trait = leader_trait_fleet_organizer # } # } # } #} # Nervous lost from Victory country_event = { id = leader.17 title = "admiral_trait_loss" desc = { trigger = { is_hive_empire = yes } text = "leader.lostadmiraltrait.desc.hive" } desc = { trigger = { is_machine_empire = yes } text = "leader.lostadmiraltrait.desc.machine" } desc = { trigger = { NOR = { is_hive_empire = yes is_machine_empire = yes } } text = "leader.17.desc" } picture = GFX_evt_federation_fleet location = FROMFROM is_triggered_only = yes trigger = { is_country_type = default FROMFROM = { exists = leader leader = { has_trait = leader_trait_nervous } } } immediate = { FROMFROM = { leader = { save_event_target_as = officer } solar_system = { save_event_target_as = system } } } option = { name = GOOD FROMFROM = { leader = { remove_trait = leader_trait_nervous } } } } # Logistics gained from Large Fleet #fleet_event = { # id = leader.18 # title = "admiral_trait_gain" # desc = { # trigger = { owner = { is_hive_empire = yes } } # text = "leader.optimizations.desc.hive" # } # desc = { # trigger = { owner = { is_machine_empire = yes } } # text = "leader.optimizations.desc.machine" # } # desc = { # trigger = { # owner = { # NOR = { # is_hive_empire = yes # is_machine_empire = yes # } # } # } # text = "leader.18.desc" # } # picture = GFX_evt_federation_fleet # location = ROOT # # trigger = { # owner = { # is_country_type = default # NOT = { has_ethic = ethic_gestalt_consciousness } # } # exists = leader # num_ships > 1 # leader = { # leader_class = commander # num_traits < 3 # NOT = { has_trait = leader_trait_fleet_logistician } # } # } # # mean_time_to_happen = { # months = 240 # } # # immediate = { # leader = { save_event_target_as = officer } # } # # option = { # name = GOOD # if = { # limit = { # owner = { # NOT = { has_authority = "auth_machine_intelligence" } # } # } # leader = { # add_trait = { # trait = leader_trait_fleet_logistician # } # } # } # if = { # limit = { # owner = { has_authority = "auth_machine_intelligence" } # } # leader = { # add_trait = { # trait = leader_trait_maintenance_loop # } # } # } # } #} # Scout gained from Exploration ship_event = { id = leader.19 title = "admiral_trait_gain" desc = { trigger = { owner = { is_hive_empire = yes } } text = "leader.optimizations.desc.hive" } desc = { trigger = { owner = { is_machine_empire = yes } } text = "leader.optimizations.desc.machine" } desc = { trigger = { owner = { NOR = { is_hive_empire = yes is_machine_empire = yes } } } text = "leader.19.desc" } picture = GFX_evt_federation_fleet location = ROOT is_triggered_only = yes trigger = { owner = { is_country_type = default NOT = { has_ethic = ethic_gestalt_consciousness } } fleet = { exists = leader num_ships > 1 leader = { leader_class = commander num_traits < 3 NOR = { has_trait = leader_trait_scout has_trait = leader_trait_scout_2 } } } } immediate = { fleet = { leader = { save_event_target_as = officer } solar_system = { save_event_target_as = system } } } option = { name = GOOD fleet = { leader = { add_trait = { trait = leader_trait_scout } } } } } # banning AI removes AI-dependent traits from leaders country_event = { id = leader.30 title = leader.30.name desc = leader.30.desc picture = GFX_evt_throne_room is_triggered_only = yes trigger = { last_changed_policy = artificial_intelligence_policy has_policy_flag = ai_outlawed any_owned_leader = { has_trait = leader_trait_sapient_AI_assistant } } option = { name = GOOD every_owned_leader = { if = { limit = { has_trait = leader_trait_sapient_AI_assistant } remove_trait = leader_trait_sapient_AI_assistant } } } }