################################################### # # "Overlord" Enclave Events # By Gemma Thomson, Hadrien Buytaers & Chad Inglis # ################################################### namespace = enclave # enclave.1xxx general-purpose # enclave.2xxx Mercenary enclave # enclave.3xxx Salvager enclave # enclave.4xxx Shroudwalker enclave # enclave.5xxx Divination events # enclave.6xxx Shroud Tunnel events # enclave.7xxx Shroudwalker enclave (appendix) ################## # GENERAL-PURPOSE ################## # Shroud Tunnel First Encounter ship_event = { id = enclave.100 title = "enclave.100.name" desc = { trigger = { owner = { is_gestalt = no } } text = enclave.100a.desc } desc = { trigger = { owner = { is_gestalt = yes } } text = enclave.100b.desc } picture = GFX_evt_shroud_tunnel show_sound = evn_ove_shroud_tunnel location = FROM is_triggered_only = yes trigger = { owner = { NOT = { has_origin = origin_shroudwalker_apprentice has_country_flag = encountered_first_shroud_tunnel has_country_flag = built_first_shroud_tunnel } } FROM = { OR = { has_star_flag = shroud_tunnel_nexus has_star_flag = shroud_tunnel_node } } } immediate = { owner = { set_country_flag = encountered_first_shroud_tunnel add_seen_bypass_type = shroud_tunnel } } option = { name = enclave.100.a } } ##################### # MERCENARY ENCLAVES ##################### # Spawn Mercenary enclave fleet_event = { id = enclave.2 title = "enclave.2.name" desc = "enclave.2.desc" picture = GFX_evt_mercenary_enclave show_sound = event_cityscape is_triggered_only = yes trigger = { is_merc_enclave_founding_allowed = yes } immediate = { set_event_locked = yes } option = { name = DEAL custom_tooltip = "enclave.2.a.tooltip" allow = { is_merc_enclave_founding_allowed = yes owner = { if = { limit = { country_uses_bio_ships = yes } resource_stockpile_compare = { resource = food value >= 1500 } } else = { resource_stockpile_compare = { resource = energy value >= 1500 } } resource_stockpile_compare = { resource = alloys value >= 2000 } resource_stockpile_compare = { resource = influence value >= 100 } } } owner = { if = { limit = { country_uses_bio_ships = yes } add_resource = { food = -1500 } } else = { add_resource = { energy = -1500 } } add_resource = { alloys = -2000 influence = -100 } } hidden_effect = { owner = { set_country_flag = tutorial_met_mercenary_enclave set_country_flag = formed_mercenaries } fleet_event = { id = enclave.21 } } ai_chance = { factor = 10 modifier = { factor = 0 owner = { is_fanatic_pacifist = yes } } modifier = { factor = 0.1 owner = { has_ethic = ethic_pacifist } } modifier = { factor = 5 owner = { has_ethic = ethic_militarist } } modifier = { factor = 10 owner = { has_ethic = ethic_fanatic_militarist } } modifier = { factor = 5 owner = { is_megacorp = yes } } } } option = { name = NODEAL ai_chance = { factor = 5 modifier = { factor = 0.1 owner = { is_militarist = yes is_fanatic_pacifist = no } } } } abort_trigger = { owner = { has_origin = origin_mindwardens } } after = { hidden_effect = { set_event_locked = no } } } fleet_event = { id = enclave.21 hide_window = yes is_triggered_only = yes immediate = { create_enclave_with_country = { PREFIX = mercenary EFFECT = create_mercenary_enclave_country TRUST = 30 } } after = { event_target:mercenary_enclave_creator = { country_event = { id = enclave.205 } } event_target:mercenary_enclave_country = { country_event = { id = enclave.22 days = 1 } } } } country_event = { #Flag the enclave creator for enclave capacity purposes id = enclave.22 hide_window = yes is_triggered_only = yes immediate = { event_target:mercenary_enclave_creator = { set_country_flag = merc_enclave_founder@root } } } # Merc Enclave Destroyed (HIDDEN) country_event = { id = enclave.23 hide_window = yes is_triggered_only = yes trigger = { owner = { is_country_type = enclave_mercenary FROMFROM = { is_ship_size = enclave_mercenary_station } } } immediate = { FROMFROM = { solar_system = { save_event_target_as = merc_system remove_star_flag = enclave } } FROM = { country_event = { id = enclave.25 } save_event_target_as = mercenary_destroyer } every_country = { limit = { has_communications = ROOT NOT = { is_country = event_target:mercenary_destroyer } is_country_type = default } country_event = { id = enclave.26 } } } after = { destroy_country = yes every_country = { limit = { has_modifier = country_enclave_capacity_decrease_modifier } country_event = { id = enclave.24 days = 2 } } } } country_event = { #After enclave destruction, give back enclave cap id = enclave.24 hide_window = yes is_triggered_only = yes after = { add_modifier = { modifier = country_enclave_capacity_decrease_modifier multiplier = value:created_enclave_number } } } country_event = { #Merc Destroyed (Destroyer) id = enclave.25 title = "enclave.25" desc = "enclave.25.desc" picture = GFX_evt_space_debris location = event_target:merc_system show_sound = event_ship_bridge is_triggered_only = yes immediate = { set_country_flag = destroyed_mercs } option = { name = EXCELLENT add_resource = { alloys = 2000 energy = 2000 } } } country_event = { #Merc Destroyed id = enclave.26 title = "enclave.25" desc = "enclave.26.desc" picture = GFX_evt_space_debris location = event_target:merc_system show_sound = event_ship_bridge is_triggered_only = yes immediate = { add_modifier = { modifier = country_enclave_capacity_decrease_modifier multiplier = value:created_enclave_number } } option = { name = UNFORTUNATE trigger = { NOT = { has_country_flag = merc_enclave_founder@root } } } option = { name = enclave.26.a trigger = { has_country_flag = merc_enclave_founder@root } } } #Mercs under attack recall their fleet country_event = { id = enclave.27 hide_window = yes is_triggered_only = yes trigger = { is_mercenary = yes OR = { FromFrom = { is_mercenary_station = yes } FromFromFrom = { is_mercenary_station = yes } } } immediate = { save_event_target_as = mercenary_enclave_country random_owned_fleet = { limit = { is_mercenary_station = yes } solar_system = { save_event_target_as = mercenary_home_system } } random_owned_fleet = { limit = { is_ship_class = shipclass_military is_leased = yes } save_event_target_as = mercenary_fleet controller = { save_event_target_as = mercenary_client if = { #No Refund if the client is the attacker limit = { NOT = { event_target:mercenary_client = { is_hostile = event_target:mercenary_enclave_country } } } country_event = { id = enclave.29 days = 1 } } } } set_country_flag = enclave_under_attack } } #Merc sue for peace #country_event = { # id = enclave.28 # title = "enclave.28" # desc = "enclave.28.desc" # picture = GFX_evt_space_debris #Change pic and sound # location = event_target:merc_system # show_sound = event_ship_bridge # # is_triggered_only = yes # # option = { # name = enclave.28.a # trigger = { # #Refuse # } # } # option = { # name = enclave.28.b # trigger = { # #Accept # } # } #} #Emergency Requisition (Client Side) country_event = { id = enclave.29 title = "enclave.27" desc = { trigger = { if = { limit = { event_target:mercenary_enclave_country = { is_mercenary_mindwarden_enclave = yes } } text = enclave.27.desc.mindwarden } else = { text = enclave.27.desc } } } picture = { trigger = { event_target:mercenary_enclave_country = { is_mercenary_mindwarden_enclave = yes } } picture = GFX_evt_mindwardens } picture = { trigger = { event_target:mercenary_enclave_country = { is_mercenary_mindwarden_enclave = no } } picture = GFX_evt_mercenary_fleet } location = event_target:merc_system show_sound = { trigger = { event_target:mercenary_enclave_country = { is_mercenary_mindwarden_enclave = yes } } sound = event_mindwarden_enclave } show_sound = { trigger = { event_target:mercenary_enclave_country = { is_mercenary_mindwarden_enclave = no } } sound = evn_ove_mercenary_fleet } is_triggered_only = yes trigger = { exists = event_target:mercenary_fleet event_target:mercenary_fleet = { is_leased = yes } } immediate = { event_target:mercenary_fleet = { end_fleet_contract = { initiator = event_target:mercenary_enclave_country reason = broken } remove_fleet_flag = fleet_on_loan@root set_location = { target = event_target:mercenary_home_system } } } option = { #Refund money good luck name = { trigger = { if = { limit = { event_target:mercenary_enclave_country = { is_mercenary_mindwarden_enclave = yes } } text = enclave.27.a.mindwarden } else = { text = enclave.27.a } } } mercenary_refund_fleet = yes } option = { #Refund money be grumpy name = { trigger = { if = { limit = { event_target:mercenary_enclave_country = { is_mercenary_mindwarden_enclave = yes } } text = enclave.27.b.mindwarden } else = { text = enclave.27.b } } } mercenary_refund_fleet = yes } } # Mercenary Enclave Greetings: Gatekeeper event # Via on_custom_diplomacy | this = target country (player); from = country being contacted country_event = { id = enclave.200 hide_window = yes is_triggered_only = yes trigger = { from = { is_country_type = enclave_mercenary has_country_flag = mercenary_enclave_country } NOT = { has_active_event = { enclave.205 #GREETINGS enclave.210 #HIRE FLEET enclave.211 #THANKS FOR RENTAL enclave.215 #MANAGE HIRED FLEET enclave.220 #MERCENARY GARRISON starbase building enclave.235 #Expand Mercenary Fleet enclave.240 #Tactical Appraisal enclave.245 #Tactical Appraisal Khan enclave.250 #Tactical Appraisal Gray Tempest enclave.255 #Tactical Appraisal Prethoryn enclave.260 #Tactical Appraisal Unbidden enclave.270 #Hire Armies enclave.275 #Merc Pays Back Patron enclave.280 #Patron Panel enclave.285 #Recall Fleet } } } immediate = { ai_trade_facility = { offer_hire_mercenary_fleet = yes offer_prolong_fleet_contract = yes from = { save_event_target_as = mercenary_enclave_country #Failsafe to catch if fleets are no longer on loan remove_loaning_fleet_flag = yes } country_event = { id = enclave.205 } } } } # Post-First Contact setup # from = First Contact site owner country_event = { id = enclave.204 hide_window = yes is_triggered_only = yes immediate = { if = { limit = { from = { NOT = { has_country_flag = mercenary_enclave_country } } } from = { country_event = { id = enclave.205 } } } else = { fromfrom = { country_event = { id = enclave.205 } } } } } # Mercenary Enclave: GREETINGS # This = player country; event_target:mercenary_enclave_country = enclave country country_event = { id = enclave.205 title = enclave.205.name desc = { trigger = { NOR = { is_hostile = event_target:mercenary_enclave_country } } text = enclave.205.desc } desc = { trigger = { is_hostile = event_target:mercenary_enclave_country } text = enclave.205.desc.hostile } is_triggered_only = yes diplomatic = yes custom_gui = "enclave_mercenary_window" custom_gui_option = "enclave_mercenary_option" picture_event_data = { portrait = event_target:mercenary_enclave_country room = mercenary_enclave_room } location = event_target:mercenary_enclave_system immediate = { event_target:mercenary_enclave_country = { species = { save_event_target_as = mercenary_enclave_species } random_owned_fleet = { limit = { is_ship_size = enclave_mercenary_station } solar_system = { save_event_target_as = mercenary_enclave_system if = { limit = { exists = space_owner } space_owner = { save_event_target_as = mercenary_patron } } } } random_owned_fleet = { limit = { is_ship_class = shipclass_military is_leased = yes } controller = { save_event_target_as = current_client } } } # without this immediate is not invoked when event runs in a special mode that allows AI to collect trade data run_in_ai_mode = yes } # Hostility options option = { name = enclave.205.i trigger = { is_hostile = event_target:mercenary_enclave_country #NOT = { is_homicidal = yes } } allow = { resource_stockpile_compare = { resource = energy value >= 2500 } } add_resource = { energy = -2500 } hidden_effect = { event_target:mercenary_enclave_country = { set_faction_hostility = { target = root set_neutral = yes } every_owned_fleet = { limit = { is_in_combat = yes solar_system = { is_same_value = event_target:mercenary_enclave_system } } clear_fleet_actions = this queue_actions = { repeat = { max_iterations = 1 find_closest_planet = { found_planet = { orbit_planet = this } } } } } } every_owned_fleet = { limit = { is_in_combat = yes solar_system = { is_same_value = event_target:mercenary_enclave_system } } clear_fleet_actions = this queue_actions = { repeat = { max_iterations = 1 find_closest_planet = { found_planet = { orbit_planet = this } } } } } } } #Hire fleet option = { name = enclave.205.a trigger = { NOR = { is_hostile = event_target:mercenary_enclave_country #is_homicidal = yes } event_target:mercenary_enclave_country = { NOT = { has_country_flag = fleet_commandeered } NOT = { any_owned_fleet = { is_ship_class = shipclass_military is_leased = yes controller = { is_same_value = root } } } } if = { limit = { is_ai = yes } NOT = { has_country_flag = merc_ai_delay } } } allow = { custom_tooltip = { fail_text = enclave.205.tooltip.a event_target:mercenary_enclave_country = { NOT = { any_owned_fleet = { is_ship_class = shipclass_military is_leased = yes owner = { is_same_value = event_target:mercenary_enclave_country } } } } } custom_tooltip = { fail_text = enclave.205.tooltip.b event_target:mercenary_enclave_country = { any_owned_fleet = { is_ship_class = shipclass_military NOT = { any_controlled_ship = { is_damaged = yes } } fleet_power >= 500 } } } } ai_trade_facility = { custom_tooltip = mercenary_tt_hirefleet offer_hire_mercenary_fleet = yes offer_prolong_fleet_contract = yes hidden_effect = { country_event = { id = enclave.210 } } } } #Manage hired fleet (extend loan, recall) option = { name = enclave.205.b custom_tooltip = mercenary_tt_managefleet trigger = { NOR = { is_hostile = event_target:mercenary_enclave_country #is_homicidal = yes } any_controlled_fleet = { is_ship_class = shipclass_military is_leased = yes owner = { is_same_value = event_target:mercenary_enclave_country } controller = { is_same_value = root } } } hidden_effect = { country_event = { id = enclave.215 } } } #Mercenary Garrison starbase building option = { name = enclave.205.c custom_tooltip = mercenary_tt_garrison trigger = { NOR = { is_hostile = event_target:mercenary_enclave_country #is_homicidal = yes } NOT = { has_country_flag = mercenary_enclave_bought_mercenary_garrison } event_target:mercenary_enclave_country = { trust = { who = root value >= 30 } } } allow = { event_target:mercenary_enclave_country = { trust = { who = root value >= 40 } } } hidden_effect = { country_event = { id = enclave.220 } } } #Tactical Appraisal option = { name = enclave.205.e custom_tooltip = mercenary_tt_tactical trigger = { NOR = { is_hostile = event_target:mercenary_enclave_country #is_homicidal = yes } OR = { any_country = { is_country_type = awakened_marauders has_communications = root } any_country = { OR = { is_country_type = gray is_country_type = gray_goo } has_communications = root } any_country = { is_country_type = swarm has_communications = root } any_country = { is_country_type = extradimensional has_communications = root } any_country = { is_country_type = ai_empire has_communications = root } OR = { any_country = { is_country_type = awakened_synth_queen has_communications = root } OR = { has_special_project = THE_SYNTH_QUEENS_OUTPOST_AMBUSH has_special_project = THE_SYNTH_QUEENS_CONVOY_AMBUSH } } } event_target:mercenary_enclave_country = { trust = { who = root value >= 50 } } } hidden_effect = { country_event = { id = enclave.240 } } } #Recruit Armies option = { name = enclave.205.f custom_tooltip = mercenary_tt_hirearmies trigger = { NOR = { is_hostile = event_target:mercenary_enclave_country #is_homicidal = yes } } allow = { event_target:mercenary_enclave_country = { trust = { who = root value >= 20 } } } hidden_effect = { country_event = { id = enclave.270 } } } #Mercenary Logistic Services option = { name = enclave.205.g custom_tooltip = mercenary_tt_logistic trigger = { NOR = { is_hostile = event_target:mercenary_enclave_country #is_homicidal = yes } event_target:mercenary_enclave_country = { trust = { who = root value >= 20 } } } allow = { custom_tooltip = { fail_text = enclave.205.g.tooltip NOT = { has_modifier = mercenary_enclave_logistic_help } } event_target:mercenary_enclave_country = { trust = { who = root value >= 30 } } } hidden_effect = { country_event = { id = enclave.2030 } } } #Patron Panel option = { name = enclave.205.h custom_tooltip = mercenary_tt_patron trigger = { NOR = { is_hostile = event_target:mercenary_enclave_country #is_homicidal = yes } exists = event_target:mercenary_patron event_target:mercenary_patron = { is_same_empire = root } } hidden_effect = { country_event = { id = enclave.280 } } } #Cease dialog option = { name = GOODBYE trigger = { NOT = { is_hostile = event_target:mercenary_enclave_country } } default_hide_option = yes } after = { hidden_effect = { set_country_flag = mercenary_enclave_diplomacy_engaged } } } # Mercenary Enclave: HIRE FLEET # This = player country; event_target:mercenary_enclave_country = enclave country country_event = { id = enclave.210 base = enclave.205 desc_clear = yes option_clear = yes desc = enclave.210.desc immediate = { event_target:mercenary_enclave_country = { if = { limit = { count_owned_leader = { count = 0 limit = { leader_class = commander is_councilor = no is_ruler = no } } } create_leader = { class = commander species = event_target:mercenary_enclave_species name = random randomize_traits = no event_leader = yes skill = 3 traits = { trait = leader_trait_mercenary_warrior 1 = leader_trait_aggressive } } } random_owned_leader = { limit = { leader_class = commander is_councilor = no is_ruler = no } save_event_target_as = mercenary_admiral set_immortal = yes } #Can hire only the main fleet ordered_controlled_fleet = { limit = { is_ship_class = shipclass_military is_leased = no } position = 0 order_by = trigger:fleet_power save_event_target_as = mercenary_fleet assign_leader = event_target:mercenary_admiral set_name = { key = NAME_Mercenary_Fleet variable_string = "[event_target:mercenary_enclave_country.GetName]" } set_fleet_settings = { can_change_leader = no } } } # without this the immediate is not invoked when the event runs in the special mode that allows AI to collect trade data run_in_ai_mode = yes } #Discuss another matter (return to menu) option = { name = enclave.215.a hidden_effect = { country_event = { id = enclave.205 } } } option = { name = DEAL ai_trade_facility = { offer_hire_mercenary_fleet = yes info_gathering = { get_trade_data = { target = event_target:mercenary_enclave_country } } option_selection = { if = { limit = { is_offer_terms_actual = { target = event_target:mercenary_enclave_country } } make_special_trade = { target = event_target:mercenary_enclave_country } custom_tooltip = opinion15 hidden_effect = { set_country_flag = mercenary_enclave_rented_fleet #for tracking returning customers event_target:mercenary_enclave_country = { add_trust = { who = root amount = 15 } } } } } allow = { can_afford_special_offer = { target = event_target:mercenary_enclave_country } } } hidden_effect = { country_event = { id = enclave.211 } } } option = { name = GOODBYE default_hide_option = yes } } # Mercenary Enclave: THANKS FOR RENTAL # This = player country; event_target:mercenary_enclave_country = enclave country country_event = { id = enclave.211 base = enclave.205 desc_clear = yes desc = enclave.211.desc } # Mercenary Enclave: MANAGE HIRED FLEET # This = player country; event_target:mercenary_enclave_country = enclave country country_event = { id = enclave.215 base = enclave.205 desc_clear = yes option_clear = yes desc = enclave.215.desc immediate = { random_controlled_fleet = { limit = { is_ship_class = shipclass_military is_leased = yes } save_event_target_as = mercenary_fleet } # without this immediate is not invoked when event runs in a special mode that allows AI to collect trade data run_in_ai_mode = yes } #Discuss another matter (return to menu) option = { name = enclave.215.a hidden_effect = { country_event = { id = enclave.205 } } } #Extend the hire option = { name = enclave.215.b ai_trade_facility = { offer_prolong_fleet_contract = yes info_gathering = { get_trade_data = { target = event_target:mercenary_enclave_country } } option_selection = { if = { limit = { is_offer_terms_actual = { target = event_target:mercenary_enclave_country } } make_special_trade = { target = event_target:mercenary_enclave_country } custom_tooltip = opinion5 hidden_effect = { set_country_flag = mercenary_enclave_rented_fleet #for tracking returning customers event_target:mercenary_enclave_country = { add_trust = { who = root amount = 5 } } } } } allow = { can_afford_special_offer = { target = event_target:mercenary_enclave_country } } } hidden_effect = { country_event = { id = enclave.205 } } } #Terminate Contract option = { name = enclave.215.c hidden_effect = { event_target:mercenary_fleet = { end_fleet_contract = { initiator = root reason = cancelled } } country_event = { id = enclave.205 } } } #Goodbye option = { name = GOODBYE default_hide_option = yes } } # Mercenary Enclave: MERCENARY GARRISON starbase building # This = player country; event_target:mercenary_enclave_country = enclave country country_event = { id = enclave.220 base = enclave.205 desc_clear = yes option_clear = yes desc = enclave.220.desc #Discuss another matter (return to menu) option = { name = enclave.215.a hidden_effect = { country_event = { id = enclave.205 } } } #Buy the license to install garrisons option = { name = DEAL allow = { resource_stockpile_compare = { resource = energy value >= 1000 } } add_resource = { energy = -1000 } custom_tooltip = opinion15 hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = 15 } set_country_flag = mercenary_garrison@root } set_country_flag = mercenary_enclave_bought_mercenary_garrison country_event = { id = enclave.225 } } } option = { name = TOOPOOR trigger = { resource_stockpile_compare = { resource = energy value < 1000 } } hidden_effect = { country_event = { id = enclave.205 } } } option = { name = GOODBYE default_hide_option = yes } } # Mercenary Enclave: THANKS FOR PURCHASE # This = player country; event_target:mercenary_enclave_country = enclave country country_event = { id = enclave.225 base = enclave.205 desc_clear = yes desc = enclave.225.desc } # Mercenary Enclave: Expand Mercenary Fleet # This = player country; event_target:mercenary_enclave_country = enclave country country_event = { id = enclave.235 base = enclave.205 desc_clear = yes option_clear = yes desc = { trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_1 } } } text = enclave.235.1.desc } desc = { trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_2 } has_modifier = mercenary_fleet_size_upgrade_1 } } text = enclave.235.2.desc } desc = { trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_3 } has_modifier = mercenary_fleet_size_upgrade_2 } } text = enclave.235.3.desc } desc = { trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_4 } has_modifier = mercenary_fleet_size_upgrade_3 } } text = enclave.235.4.desc } desc = { trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_5 } has_modifier = mercenary_fleet_size_upgrade_4 } } text = enclave.235.5.desc } #Discuss another matter (return to menu) option = { name = enclave.215.a default_hide_option = yes hidden_effect = { country_event = { id = enclave.205 } } } #First Increase option = { name = DEAL trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_1 } } } allow = { if = { limit = { event_target:mercenary_enclave_country = { country_uses_bio_ships = yes } } resource_stockpile_compare = { resource = food value >= 1000 } } else = { resource_stockpile_compare = { resource = energy value >= 1000 } } resource_stockpile_compare = { resource = alloys value >= 500 } } if = { limit = { event_target:mercenary_enclave_country = { country_uses_bio_ships = yes } } add_resource = { food = -1000 } } else = { add_resource = { energy = -1000 } } add_resource = { alloys = -500 } custom_tooltip = opinion20 hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = 20 } add_modifier = { modifier = mercenary_fleet_size_upgrade_1 days = -1 } upgrade_enclave_starbase = { PREFIX = mercenary DESIGN = NAME_Mercenary_Enclave_Station TIER = 1 } } country_event = { id = enclave.225 } } } #Second Increase option = { name = DEAL trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_2 } has_modifier = mercenary_fleet_size_upgrade_1 } } allow = { if = { limit = { event_target:mercenary_enclave_country = { country_uses_bio_ships = yes } } resource_stockpile_compare = { resource = food value >= 2500 } } else = { resource_stockpile_compare = { resource = energy value >= 2500 } } resource_stockpile_compare = { resource = alloys value >= 1250 } } if = { limit = { event_target:mercenary_enclave_country = { country_uses_bio_ships = yes } } add_resource = { food = -2500 } } else = { add_resource = { energy = -2500 } } add_resource = { alloys = -1250 } custom_tooltip = opinion20 hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = 20 } add_modifier = { modifier = mercenary_fleet_size_upgrade_2 days = -1 } upgrade_enclave_starbase = { PREFIX = mercenary DESIGN = NAME_Mercenary_Enclave_Station TIER = 2 } } country_event = { id = enclave.225 } } } #Third Increase option = { name = DEAL trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_3 } has_modifier = mercenary_fleet_size_upgrade_2 } } allow = { if = { limit = { event_target:mercenary_enclave_country = { country_uses_bio_ships = yes } } resource_stockpile_compare = { resource = food value >= 5500 } } else = { resource_stockpile_compare = { resource = energy value >= 5500 } } resource_stockpile_compare = { resource = alloys value >= 2750 } } if = { limit = { event_target:mercenary_enclave_country = { country_uses_bio_ships = yes } } add_resource = { food = -5500 } } else = { add_resource = { energy = -5500 } } add_resource = { alloys = -2750 } custom_tooltip = opinion20 hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = 20 } add_modifier = { modifier = mercenary_fleet_size_upgrade_3 days = -1 } upgrade_enclave_starbase = { PREFIX = mercenary DESIGN = NAME_Mercenary_Enclave_Station TIER = 3 } } country_event = { id = enclave.225 } } } #Fourth Increase option = { name = DEAL trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_4 } has_modifier = mercenary_fleet_size_upgrade_3 } } allow = { if = { limit = { event_target:mercenary_enclave_country = { country_uses_bio_ships = yes } } resource_stockpile_compare = { resource = food value >= 10000 } } else = { resource_stockpile_compare = { resource = energy value >= 10000 } } resource_stockpile_compare = { resource = alloys value >= 5000 } } if = { limit = { event_target:mercenary_enclave_country = { country_uses_bio_ships = yes } } add_resource = { food = -10000 } } else = { add_resource = { energy = -10000 } } add_resource = { alloys = -5000 } custom_tooltip = opinion20 hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = 20 } add_modifier = { modifier = mercenary_fleet_size_upgrade_4 days = -1 } upgrade_enclave_starbase = { PREFIX = mercenary DESIGN = NAME_Mercenary_Enclave_Station TIER = 4 } } country_event = { id = enclave.225 } } } #Fifth Increase option = { name = DEAL trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_5 } has_modifier = mercenary_fleet_size_upgrade_4 } } allow = { if = { limit = { event_target:mercenary_enclave_country = { country_uses_bio_ships = yes } } resource_stockpile_compare = { resource = food value >= 13000 } } else = { resource_stockpile_compare = { resource = energy value >= 13000 } } resource_stockpile_compare = { resource = alloys value >= 6500 } } if = { limit = { event_target:mercenary_enclave_country = { country_uses_bio_ships = yes } } add_resource = { food = -13000 } } else = { add_resource = { energy = -13000 } } add_resource = { alloys = -6500 } custom_tooltip = opinion20 hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = 20 } add_modifier = { modifier = mercenary_fleet_size_upgrade_5 days = -1 } upgrade_enclave_starbase = { PREFIX = mercenary DESIGN = NAME_Mercenary_Enclave_Station TIER = 5 } set_country_flag = maximally_effective_achievement } country_event = { id = enclave.225 } } } } # Mercenary Enclave: TACTICAL APPRAISAL # This = player country; event_target:mercenary_enclave_country = enclave country country_event = { id = enclave.240 base = enclave.205 desc_clear = yes option_clear = yes desc = enclave.240.desc #Discuss another matter (return to menu) option = { name = enclave.215.a hidden_effect = { country_event = { id = enclave.205 } } } # Khan option = { name = enclave.240.a trigger = { NOT = { has_modifier = tactic_v_khan } any_country = { is_country_type = awakened_marauders has_communications = root } } allow = { resource_stockpile_compare = { resource = energy value >= 1500 } } add_resource = { energy = -1500 } add_modifier = { modifier = tactic_v_khan days = -1 } hidden_effect = { country_event = { id = enclave.245 } } } option = { name = enclave.240.a trigger = { has_modifier = tactic_v_khan any_country = { is_country_type = awakened_marauders has_communications = root } } hidden_effect = { country_event = { id = enclave.245 } } } # Gray Tempest option = { name = enclave.240.b trigger = { NOT = { has_modifier = tactic_v_gray } has_global_flag = gray_goo_crisis_active any_country = { OR = { is_country_type = gray is_country_type = gray_goo } has_communications = root } } allow = { resource_stockpile_compare = { resource = energy value >= 1500 } } add_resource = { energy = -1500 } add_modifier = { modifier = tactic_v_gray days = -1 } hidden_effect = { country_event = { id = enclave.250 } } } option = { name = enclave.240.b trigger = { has_modifier = tactic_v_gray has_global_flag = gray_goo_crisis_active any_country = { OR = { is_country_type = gray is_country_type = gray_goo } has_communications = root } } hidden_effect = { country_event = { id = enclave.250 } } } # Prethoryn Swarm option = { name = enclave.240.c trigger = { NOT = { has_modifier = tactic_v_swarm } any_country = { is_country_type = swarm has_communications = root } } allow = { resource_stockpile_compare = { resource = energy value >= 5000 } } add_resource = { energy = -5000 } add_modifier = { modifier = tactic_v_swarm days = -1 } hidden_effect = { country_event = { id = enclave.255 } } } option = { name = enclave.240.c trigger = { has_modifier = tactic_v_swarm any_country = { is_country_type = swarm has_communications = root } } hidden_effect = { country_event = { id = enclave.255 } } } # Unbidden Extradimensional option = { name = enclave.240.d trigger = { NOT = { has_modifier = tactic_v_extradimensional } any_country = { is_country_type = extradimensional has_communications = root } } allow = { resource_stockpile_compare = { resource = energy value >= 5000 } } add_resource = { energy = -5000 } add_modifier = { modifier = tactic_v_extradimensional days = -1 } hidden_effect = { country_event = { id = enclave.260 } } } option = { name = enclave.240.d trigger = { has_modifier = tactic_v_extradimensional any_country = { is_country_type = extradimensional has_communications = root } } hidden_effect = { country_event = { id = enclave.260 } } } # Contingency option = { name = enclave.240.e trigger = { NOT = { has_modifier = tactic_v_ai_empire } any_country = { is_country_type = ai_empire has_communications = root } } allow = { resource_stockpile_compare = { resource = energy value >= 5000 } } add_resource = { energy = -5000 } add_modifier = { modifier = tactic_v_ai_empire days = -1 } hidden_effect = { country_event = { id = enclave.265 } } } option = { name = enclave.240.e trigger = { has_modifier = tactic_v_ai_empire any_country = { is_country_type = ai_empire has_communications = root } } hidden_effect = { country_event = { id = enclave.265 } } } # Cetana option = { name = enclave.240.f trigger = { NOT = { has_modifier = tactic_v_synth_queen } OR = { any_country = { is_country_type = awakened_synth_queen has_communications = root } OR = { has_special_project = THE_SYNTH_QUEENS_OUTPOST_AMBUSH has_special_project = THE_SYNTH_QUEENS_CONVOY_AMBUSH } } } allow = { resource_stockpile_compare = { resource = energy value >= 5000 } } add_resource = { energy = -5000 } add_modifier = { modifier = tactic_v_synth_queen days = -1 } hidden_effect = { country_event = { id = enclave.266 } } } option = { name = enclave.240.f trigger = { has_modifier = tactic_v_synth_queen OR = { any_country = { is_country_type = awakened_synth_queen has_communications = root } OR = { has_special_project = THE_SYNTH_QUEENS_OUTPOST_AMBUSH has_special_project = THE_SYNTH_QUEENS_CONVOY_AMBUSH } } } hidden_effect = { country_event = { id = enclave.266 } } } } ## Tactical Appraisal Events #Khan country_event = { id = enclave.245 base = enclave.205 desc_clear = yes desc = enclave.245.desc } #Gray Tempest country_event = { id = enclave.250 base = enclave.205 desc_clear = yes desc = enclave.250.desc } #Prethoryn country_event = { id = enclave.255 base = enclave.205 desc_clear = yes desc = enclave.255.desc } #Unbidden country_event = { id = enclave.260 base = enclave.205 desc_clear = yes desc = enclave.260.desc } #Contingency country_event = { id = enclave.265 base = enclave.205 desc_clear = yes desc = enclave.265.desc } #Synth Queen country_event = { id = enclave.266 base = enclave.205 desc_clear = yes desc = enclave.266.desc } # Mercenary Enclave: HIRE ARMIES # This = player country; event_target:mercenary_enclave_country = enclave country country_event = { id = enclave.270 base = enclave.205 desc_clear = yes option_clear = yes desc = enclave.270.desc #Discuss another matter (return to menu) option = { name = enclave.215.a hidden_effect = { country_event = { id = enclave.205 } } } # Small Army option = { name = enclave.270.a trigger = { NOT = { event_target:mercenary_enclave_country = { has_country_flag = small_merc_army_hired } } } allow = { resource_stockpile_compare = { resource = energy value >= 600 } } add_resource = { energy = -600 } custom_tooltip = small_merc_army_hire custom_tooltip = opinion5 hidden_effect = { event_target:mercenary_enclave_country = { set_timed_country_flag = { flag = small_merc_army_hired days = 360 } add_trust = { who = root amount = 5 } } create_fleet = { effect = { set_owner = root while = { count = 5 create_army_transport = { army_type = "mercenary_army" army_name = "NAME_military_contractors" species = event_target:mercenary_enclave_species } } set_location = { target = root.capital_scope.solar_system } } } country_event = { id = enclave.205 } } } # Small Mecha Army option = { name = enclave.270.b trigger = { NOT = { event_target:mercenary_enclave_country = { has_country_flag = small_mecha_merc_army_hired } } event_target:mercenary_enclave_country = { has_modifier = mercenary_fleet_size_upgrade_4 } } allow = { resource_stockpile_compare = { resource = energy value >= 1200 } } add_resource = { energy = -1200 } custom_tooltip = small_mecha_merc_army_hire custom_tooltip = opinion10 hidden_effect = { event_target:mercenary_enclave_country = { set_timed_country_flag = { flag = small_mecha_merc_army_hired days = 360 } add_trust = { who = root amount = 10 } } create_fleet = { effect = { set_owner = root while = { count = 5 create_army_transport = { army_type = "mecha_army" army_name = "NAME_mechawarrior_contractors" species = event_target:mercenary_enclave_species } } set_location = { target = root.capital_scope.solar_system } } } country_event = { id = enclave.205 } } } # Medium Army option = { name = enclave.270.c trigger = { NOT = { event_target:mercenary_enclave_country = { has_country_flag = medium_merc_army_hired } } } allow = { resource_stockpile_compare = { resource = energy value >= 1100 } } add_resource = { energy = -1100 } custom_tooltip = medium_merc_army_hire custom_tooltip = opinion10 hidden_effect = { event_target:mercenary_enclave_country = { set_timed_country_flag = { flag = medium_merc_army_hired days = 540 } add_trust = { who = root amount = 10 } } create_fleet = { effect = { set_owner = root while = { count = 10 create_army_transport = { army_type = "mercenary_army" army_name = "NAME_military_contractors" species = event_target:mercenary_enclave_species } } set_location = { target = root.capital_scope.solar_system } } } country_event = { id = enclave.205 } } } # Medium Mecha Army option = { name = enclave.270.d trigger = { NOT = { event_target:mercenary_enclave_country = { has_country_flag = medium_mecha_merc_army_hired } } event_target:mercenary_enclave_country = { has_modifier = mercenary_fleet_size_upgrade_4 } } allow = { resource_stockpile_compare = { resource = energy value >= 2300 } } add_resource = { energy = -2300 } custom_tooltip = medium_mecha_merc_army_hire custom_tooltip = opinion15 hidden_effect = { event_target:mercenary_enclave_country = { set_timed_country_flag = { flag = medium_mecha_merc_army_hired days = 720 } add_trust = { who = root amount = 15 } } create_fleet = { effect = { set_owner = root while = { count = 10 create_army_transport = { army_type = "mecha_army" army_name = "NAME_mechawarrior_contractors" species = event_target:mercenary_enclave_species } } set_location = { target = root.capital_scope.solar_system } } } country_event = { id = enclave.205 } } } # Large Army option = { name = enclave.270.e trigger = { NOT = { event_target:mercenary_enclave_country = { has_country_flag = large_merc_army_hired } } } allow = { resource_stockpile_compare = { resource = energy value >= 2000 } } add_resource = { energy = -2000 } custom_tooltip = large_merc_army_hire custom_tooltip = opinion15 hidden_effect = { event_target:mercenary_enclave_country = { set_timed_country_flag = { flag = large_merc_army_hired days = 1080 } add_trust = { who = root amount = 15 } } create_fleet = { effect = { set_owner = root while = { count = 15 create_army_transport = { army_type = "mercenary_army" army_name = "NAME_military_contractors" species =event_target:mercenary_enclave_species } } set_location = { target = root.capital_scope.solar_system } } } country_event = { id = enclave.205 } } } } #Merc Pays Back Patron country_event = { id = enclave.275 hide_window = yes is_triggered_only = yes immediate = { #Check who owns the system the enclave is in and register them as the target for the payment event. random_owned_fleet = { limit = { is_ship_size = enclave_mercenary_station } solar_system = { if = { limit = { exists = space_owner } space_owner = { save_event_target_as = mercenary_patron } } } } root = { save_event_target_as = mercenary_enclave_country } if = { limit = { exists = event_target:mercenary_patron } event_target:mercenary_patron = { random_list = { 32 = { country_event = { id = enclave.2000 } } 32 = { country_event = { id = enclave.2005 } } 32 = { country_event = { id = enclave.2010 } } # 24 = { # modifier = { # factor = 0 # event_target:mercenary_patron = { used_naval_capacity_percent > 0.95 } # } # country_event = { id = enclave.2015 } # } 2 = { country_event = { id = enclave.2020 } } 2 = { country_event = { id = enclave.2025 } } } } } } after = { start_situation = { type = mercenary_dividends target = root } destroy_situation = from } } #Mercenary Enclave: PATRON PANEL # This = player country; event_target:mercenary_enclave_country = enclave country country_event = { id = enclave.280 base = enclave.205 desc_clear = yes option_clear = yes desc = { text = enclave.280.a.desc text = enclave.280.b.desc text = enclave.280.c.desc } immediate = { event_target:mercenary_enclave_country = { random_owned_fleet = { limit = { is_ship_class = shipclass_military is_leased = yes } save_event_target_as = loaned_mercenary_fleet } } } #Discuss another matter (return to menu) option = { name = enclave.215.a hidden_effect = { country_event = { id = enclave.205 } } } #Expand Mercenary Fleet option = { name = enclave.205.d trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_5 } } } allow = { custom_tooltip = { fail_text = enclave.205.d.timeout event_target:mercenary_enclave_country = { NOT = { has_country_flag = upgraded_station } } } } hidden_effect = { country_event = { id = enclave.235 } } } #Recall Fleet option = { name = enclave.280.b trigger = { exists = event_target:loaned_mercenary_fleet event_target:loaned_mercenary_fleet = { controller = { NOT = { is_same_value = root } } } event_target:mercenary_enclave_country ={ NOT = { has_country_flag = fleet_commandeered } } } allow = { event_target:mercenary_enclave_country = { trust = { who = root value >= 80 } } } hidden_effect = { country_event = { id = enclave.285 } } } #Share Technology option = { name = enclave.280.c allow = { custom_tooltip = { fail_text = enclave.280.c.timeout event_target:mercenary_enclave_country = { NOT = { has_country_flag = updating_databanks } } } } hidden_effect = { country_event = { id = enclave.2040 } } } } #Mercenary Enclave: RECALL FLEET country_event = { id = enclave.285 base = enclave.205 desc_clear = yes option_clear = yes desc = enclave.285.desc immediate = { event_target:loaned_mercenary_fleet = { controller = { save_event_target_as = current_mercenary_client } } } #Discuss another matter (return to menu) option = { name = enclave.215.a hidden_effect = { country_event = { id = enclave.205 } } } #Multiple options to scale costs with fleet size #Size 0 option = { name = DEAL trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_1 } } } allow = { resource_stockpile_compare = { resource = energy value >= 1500 } resource_stockpile_compare = { resource = influence value >= 50 } } add_resource = { energy = -1500 } add_resource = { influence = -50 } custom_tooltip = enclave.285.tooltip hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = -15 } set_country_flag = fleet_commandeered country_event = { id = enclave.289 days = 90 } #In three months, bring fleet back for repairs } event_target:current_mercenary_client = { country_event = { id = enclave.294 } #three months warning and refund } } } #Size 1 option = { name = DEAL trigger = { event_target:mercenary_enclave_country = { has_modifier = mercenary_fleet_size_upgrade_1 NOT = { has_modifier = mercenary_fleet_size_upgrade_2 } } } allow = { resource_stockpile_compare = { resource = energy value >= 3000 } resource_stockpile_compare = { resource = influence value >= 75 } } add_resource = { energy = -3000 } add_resource = { influence = -75 } custom_tooltip = enclave.285.tooltip hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = -15 } set_country_flag = fleet_commandeered country_event = { id = enclave.289 days = 180 } #In six months, give fleet to patron } event_target:current_mercenary_client = { country_event = { id = enclave.295 } #three months warning and refund } } } #Size 2 option = { name = DEAL trigger = { event_target:mercenary_enclave_country = { has_modifier = mercenary_fleet_size_upgrade_2 NOT = { has_modifier = mercenary_fleet_size_upgrade_3 } } } allow = { resource_stockpile_compare = { resource = energy value >= 6000 } resource_stockpile_compare = { resource = influence value >= 100 } } add_resource = { energy = -6000 } add_resource = { influence = -100 } custom_tooltip = enclave.285.tooltip hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = -15 } set_country_flag = fleet_commandeered country_event = { id = enclave.289 days = 180 } #In six months, give fleet to patron } event_target:current_mercenary_client = { country_event = { id = enclave.296 } #three months warning and refund } } } #Size 3 option = { name = DEAL trigger = { event_target:mercenary_enclave_country = { has_modifier = mercenary_fleet_size_upgrade_3 NOT = { has_modifier = mercenary_fleet_size_upgrade_4 } } } allow = { resource_stockpile_compare = { resource = energy value >= 10000 } resource_stockpile_compare = { resource = influence value >= 125 } } add_resource = { energy = -10000 } add_resource = { influence = -125 } custom_tooltip = enclave.285.tooltip hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = -15 } set_country_flag = fleet_commandeered country_event = { id = enclave.289 days = 180 } #In six months, give fleet to patron } event_target:current_mercenary_client = { country_event = { id = enclave.297 } #three months warning and refund } } } #Size 4 option = { name = DEAL trigger = { event_target:mercenary_enclave_country = { has_modifier = mercenary_fleet_size_upgrade_4 NOT = { has_modifier = mercenary_fleet_size_upgrade_5 } } } allow = { resource_stockpile_compare = { resource = energy value >= 15000 } resource_stockpile_compare = { resource = influence value >= 150 } } add_resource = { energy = -15000 } add_resource = { influence = -150 } custom_tooltip = enclave.285.tooltip hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = -15 } set_country_flag = fleet_commandeered country_event = { id = enclave.289 days = 180 } #In six months, give fleet to patron } event_target:current_mercenary_client = { country_event = { id = enclave.298 } #three months warning and refund } } } #Size 5 option = { name = DEAL trigger = { event_target:mercenary_enclave_country = { has_modifier = mercenary_fleet_size_upgrade_5 } } allow = { resource_stockpile_compare = { resource = energy value >= 22000 } resource_stockpile_compare = { resource = influence value >= 200 } } add_resource = { energy = -22000 } add_resource = { influence = -200 } custom_tooltip = enclave.285.tooltip hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = -15 } set_country_flag = fleet_commandeered country_event = { id = enclave.289 days = 180 } #In six months, give fleet to patron } event_target:current_mercenary_client = { country_event = { id = enclave.299 } #three months warning and refund } } } option = { name = GOODBYE default_hide_option = yes } } #Mercenary Fleet Commandeered (Merc Side) country_event = { id = enclave.289 hide_window = yes is_triggered_only = yes trigger = { exists = event_target:loaned_mercenary_fleet } immediate = { random_owned_fleet = { limit = { is_ship_class = shipclass_military is_leased = yes } save_event_target_as = mercenary_fleet } random_owned_fleet = { limit = { is_ship_size = enclave_mercenary_station } solar_system = { save_event_target_as = mercenary_home_system space_owner = { save_event_target_as = mercenary_patron } } } root = { save_event_target_as = mercenary_enclave_country } event_target:mercenary_patron = { country_event = { id = enclave.290 days = 90 } #Transfer fleet to Patron. Wait three month to merge fleet with reinforcements and repair } event_target:mercenary_fleet = { end_fleet_contract = { initiator = event_target:mercenary_enclave_country reason = cancelled } remove_fleet_flag = fleet_on_loan@root set_location = { target = event_target:mercenary_home_system } } } } #Mercenary Fleet Commandeered (patron side) country_event = { id = enclave.290 title = enclave.290.name desc = enclave.290.desc picture = GFX_evt_mercenary_fleet show_sound = evn_ove_mercenary_fleet is_triggered_only = yes immediate = { from = { if = { limit = { count_owned_leader = { count = 0 limit = { leader_class = commander is_councilor = no is_ruler = no } } } create_leader = { class = commander species = event_target:mercenary_enclave_species name = random randomize_traits = no event_leader = yes skill = 3 traits = { trait = leader_trait_mercenary_warrior 1 = leader_trait_aggressive } } } random_owned_leader = { limit = { leader_class = commander is_councilor = no is_ruler = no } save_event_target_as = mercenary_admiral } ordered_controlled_fleet = { limit = { is_ship_class = shipclass_military is_leased = no } position = 0 order_by = trigger:fleet_power save_event_target_as = mercenary_fleet assign_leader = event_target:mercenary_admiral } remove_country_flag = fleet_commandeered event_target:mercenary_fleet = { give_fleet = { controller = root days = 3600 } set_timed_fleet_flag = { flag = fleet_on_loan@root days = 3600 } } } set_country_flag = mercenary_enclave_rented_fleet } option = { name = EXCELLENT } } #Mercenary Enclave: FLEET COMMANDEERED SIX MONTH WARNING AND REFUND #Variants for mercenary tier and refund amount #Tier 0 country_event = { id = enclave.294 title = enclave.294.name desc = enclave.294.desc picture = GFX_evt_mercenary_fleet show_sound = evn_ove_mercenary_fleet is_triggered_only = yes option = { name = UNFORTUNATE add_resource = { energy = 3000 } } option = { name = enclave.294.b add_resource = { energy = 3000 } } } #Tier 1 country_event = { id = enclave.295 title = enclave.294.name desc = enclave.294.desc picture = GFX_evt_mercenary_fleet show_sound = evn_ove_mercenary_fleet is_triggered_only = yes option = { name = UNFORTUNATE add_resource = { energy = 6000 } } option = { name = enclave.294.b add_resource = { energy = 6000 } } } #Tier 2 country_event = { id = enclave.296 title = enclave.294.name desc = enclave.294.desc picture = GFX_evt_mercenary_fleet show_sound = evn_ove_mercenary_fleet is_triggered_only = yes option = { name = UNFORTUNATE add_resource = { energy = 12000 } } option = { name = enclave.294.b add_resource = { energy = 12000 } } } #Tier 3 country_event = { id = enclave.297 title = enclave.294.name desc = enclave.294.desc picture = GFX_evt_mercenary_fleet show_sound = evn_ove_mercenary_fleet is_triggered_only = yes option = { name = UNFORTUNATE add_resource = { energy = 20000 } } option = { name = enclave.294.b add_resource = { energy = 20000 } } } #Tier 4 country_event = { id = enclave.298 title = enclave.294.name desc = enclave.294.desc picture = GFX_evt_mercenary_fleet show_sound = evn_ove_mercenary_fleet is_triggered_only = yes option = { name = UNFORTUNATE add_resource = { energy = 30000 } } option = { name = enclave.294.b add_resource = { energy = 30000 } } } #Tier 5 country_event = { id = enclave.299 title = enclave.294.name desc = enclave.294.desc picture = GFX_evt_mercenary_fleet show_sound = evn_ove_mercenary_fleet is_triggered_only = yes option = { name = UNFORTUNATE add_resource = { energy = 44000 } } option = { name = enclave.294.b add_resource = { energy = 44000 } } } # Additional Mercenary Events #Mercenary Dividends ##Tech Reward country_event = { id = enclave.2000 title = enclave.2000.name desc = enclave.2000.desc picture = GFX_evt_mercenary_enclave show_sound = evn_ove_mercenary_enclave is_triggered_only = yes option = { name = EXCELLENT trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_2 } } } add_monthly_resource_mult = { resource = energy value = @tier1materialreward min = @tier1materialmin max = @tier1materialmax } add_monthly_resource_mult = { resource = engineering_research value = @tier1materialreward min = @tier1materialmin max = @tier1materialmax } add_monthly_resource_mult = { resource = physics_research value = @tier1materialreward min = @tier1materialmin max = @tier1materialmax } add_monthly_resource_mult = { resource = society_research value = @tier1materialreward min = @tier1materialmin max = @tier1materialmax } } option = { name = EXCELLENT trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_4 } has_modifier = mercenary_fleet_size_upgrade_2 } } add_monthly_resource_mult = { resource = energy value = @tier2materialreward min = @tier2materialmin max = @tier2materialmax } add_monthly_resource_mult = { resource = engineering_research value = @tier2materialreward min = @tier2materialmin max = @tier2materialmax } add_monthly_resource_mult = { resource = physics_research value = @tier2materialreward min = @tier2materialmin max = @tier2materialmax } add_monthly_resource_mult = { resource = society_research value = @tier2materialreward min = @tier2materialmin max = @tier2materialmax } } option = { name = EXCELLENT trigger = { event_target:mercenary_enclave_country = { has_modifier = mercenary_fleet_size_upgrade_4 } } add_monthly_resource_mult = { resource = energy value = @tier3materialreward min = @tier3materialmin max = @tier3materialmax } add_monthly_resource_mult = { resource = engineering_research value = @tier3materialreward min = @tier3materialmin max = @tier3materialmax } add_monthly_resource_mult = { resource = physics_research value = @tier3materialreward min = @tier3materialmin max = @tier3materialmax } add_monthly_resource_mult = { resource = society_research value = @tier3materialreward min = @tier3materialmin max = @tier3materialmax } } } ##Raw Resources Reward country_event = { id = enclave.2005 title = enclave.2000.name desc = enclave.2005.desc picture = GFX_evt_mercenary_enclave show_sound = evn_ove_mercenary_enclave is_triggered_only = yes option = { name = EXCELLENT trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_2 } } } add_monthly_resource_mult = { resource = energy value = @tier1materialreward min = @tier1materialmin max = @tier1materialmax } add_monthly_resource_mult = { resource = minerals value = @tier2materialreward min = @tier2materialmin max = @tier2materialmax } add_monthly_resource_mult = { resource = food value = @tier1materialreward min = @tier1materialmin max = @tier1materialmax } } option = { name = EXCELLENT trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_4 } has_modifier = mercenary_fleet_size_upgrade_2 } } add_monthly_resource_mult = { resource = energy value = @tier2materialreward min = @tier2materialmin max = @tier2materialmax } add_monthly_resource_mult = { resource = minerals value = @tier3materialreward min = @tier3materialmin max = @tier3materialmax } add_monthly_resource_mult = { resource = food value = @tier2materialreward min = @tier2materialmin max = @tier2materialmax } } option = { name = EXCELLENT trigger = { event_target:mercenary_enclave_country = { has_modifier = mercenary_fleet_size_upgrade_4 } } add_monthly_resource_mult = { resource = energy value = @tier3materialreward min = @tier3materialmin max = @tier3materialmax } add_monthly_resource_mult = { resource = minerals value = @tier4materialreward min = @tier4materialmin max = @tier4materialmax } add_monthly_resource_mult = { resource = food value = @tier3materialreward min = @tier3materialmin max = @tier3materialmax } } } ##Cash Reward country_event = { id = enclave.2010 title = enclave.2000.name desc = enclave.2010.desc picture = GFX_evt_mercenary_enclave show_sound = evn_ove_mercenary_enclave is_triggered_only = yes option = { name = EXCELLENT trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_2 } } } add_monthly_resource_mult = { resource = energy value = @tier2materialreward min = @tier2materialmin max = @tier2materialmax } } option = { name = EXCELLENT trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_4 } has_modifier = mercenary_fleet_size_upgrade_2 } } add_monthly_resource_mult = { resource = energy value = @tier3materialreward min = @tier3materialmin max = @tier3materialmax } } option = { name = EXCELLENT trigger = { event_target:mercenary_enclave_country = { has_modifier = mercenary_fleet_size_upgrade_4 } } add_monthly_resource_mult = { resource = energy value = @tier4materialreward min = @tier4materialmin max = @tier4materialmax } } } # ##Ships Reward # country_event = { # id = enclave.2015 # title = enclave.2000.name # desc = enclave.2015.desc # picture = GFX_evt_mercenary_enclave # show_sound = evn_ove_mercenary_enclave # is_triggered_only = yes # immediate = { # #Get Ships Design # event_target:mercenary_enclave_country = { # random_controlled_ship = { # limit = { is_ship_size = corvette } # save_event_target_as = mercenary_dividend_corvette # } # if = { #We don't really want them to give ships they don't have. But they must always be able to provide Corvettes. # limit = { # NOT = { exists = event_target:mercenary_dividend_corvette } # } # random_owned_design = { # limit = { is_ship_size = corvette } # save_event_target_as = mercenary_dividend_corvette # } # } # random_controlled_ship = { # limit = { is_ship_size = destroyer } # save_event_target_as = mercenary_dividend_destroyer # } # random_controlled_ship = { # limit = { is_ship_size = cruiser } # save_event_target_as = mercenary_dividend_cruiser # } # random_controlled_ship = { # limit = { is_ship_size = battleship } # save_event_target_as = mercenary_dividend_battleship # } # } # } # option = { # name = EXCELLENT # trigger = { # event_target:mercenary_enclave_country = { # NOT = { has_modifier = mercenary_fleet_size_upgrade_2 } # } # } # add_monthly_resource_mult = { # resource = energy # value = @tier1materialreward # min = @tier1materialmin # max = @tier1materialmax # } # custom_tooltip = merc_enclave_grants_ships # hidden_effect = { # if = { # limit = { # exists = event_target:mercenary_dividend_battleship # } # create_fleet = { # effect = { # set_owner = root # while = { # count = 2 # create_ship = { # name = random # design = event_target:mercenary_dividend_corvette # graphical_culture = event_target:mercenary_enclave_country # } # } # while = { # count = 1 # create_ship = { # name = random # design = event_target:mercenary_dividend_battleship # graphical_culture = event_target:mercenary_enclave_country # } # } # } # } # } # else = { # create_fleet = { # effect = { # set_owner = root # while = { # count = 6 # create_ship = { # name = random # design = event_target:mercenary_dividend_corvette # graphical_culture = event_target:mercenary_enclave_country # } # } # } # } # } # } # } # option = { # name = EXCELLENT # trigger = { # event_target:mercenary_enclave_country = { # NOT = { has_modifier = mercenary_fleet_size_upgrade_4 } # has_modifier = mercenary_fleet_size_upgrade_2 # } # } # add_monthly_resource_mult = { # resource = energy # value = @tier2materialreward # min = @tier2materialmin # max = @tier2materialmax # } # custom_tooltip = merc_enclave_grants_ships # hidden_effect = { # if = { # limit = { # exists = event_target:mercenary_dividend_battleship # } # create_fleet = { # effect = { # set_owner = root # while = { # count = 4 # create_ship = { # name = random # design = event_target:mercenary_dividend_corvette # graphical_culture = event_target:mercenary_enclave_country # } # } # while = { # count = 2 # create_ship = { # name = random # design = event_target:mercenary_dividend_battleship # graphical_culture = event_target:mercenary_enclave_country # } # } # } # } # } # else_if = { # limit = { # exists = event_target:mercenary_dividend_cruiser # } # create_fleet = { # effect = { # set_owner = root # while = { # count = 4 # create_ship = { # name = random # design = event_target:mercenary_dividend_cruiser # graphical_culture = event_target:mercenary_enclave_country # } # } # } # } # } # else_if = { # limit = { # exists = event_target:mercenary_dividend_destroyer # } # create_fleet = { # effect = { # set_owner = root # while = { # count = 3 # create_ship = { # name = random # design = event_target:mercenary_dividend_destroyer # graphical_culture = event_target:mercenary_enclave_country # } # } # while = { # count = 6 # create_ship = { # name = random # design = event_target:mercenary_dividend_corvette # graphical_culture = event_target:mercenary_enclave_country # } # } # } # } # } # else = { # create_fleet = { # effect = { # set_owner = root # while = { # count = 12 # create_ship = { # name = random # design = event_target:mercenary_dividend_corvette # graphical_culture = event_target:mercenary_enclave_country # } # } # } # } # } # } # } # option = { # name = EXCELLENT # trigger = { # event_target:mercenary_enclave_country = { # has_modifier = mercenary_fleet_size_upgrade_4 # } # } # add_monthly_resource_mult = { # resource = energy # value = @tier3materialreward # min = @tier3materialmin # max = @tier3materialmax # } # custom_tooltip = merc_enclave_grants_ships # hidden_effect = { # if = { # limit = { # exists = event_target:mercenary_dividend_battleship # } # create_fleet = { # effect = { # set_owner = root # while = { # count = 4 # create_ship = { # name = random # design = event_target:mercenary_dividend_corvette # graphical_culture = event_target:mercenary_enclave_country # } # } # while = { # count = 4 # create_ship = { # name = random # design = event_target:mercenary_dividend_battleship # graphical_culture = event_target:mercenary_enclave_country # } # } # } # } # } # else_if = { # limit = { # exists = event_target:mercenary_dividend_cruiser # } # create_fleet = { # effect = { # set_owner = root # while = { # count = 4 # create_ship = { # name = random # design = event_target:mercenary_dividend_cruiser # graphical_culture = event_target:mercenary_enclave_country # } # } # while = { # count = 6 # create_ship = { # name = random # design = event_target:mercenary_dividend_destroyer # graphical_culture = event_target:mercenary_enclave_country # } # } # } # } # } # else_if = { # limit = { # exists = event_target:mercenary_dividend_destroyer # } # create_fleet = { # effect = { # set_owner = root # while = { # count = 7 # create_ship = { # name = random # design = event_target:mercenary_dividend_destroyer # graphical_culture = event_target:mercenary_enclave_country # } # } # while = { # count = 6 # create_ship = { # name = random # design = event_target:mercenary_dividend_corvette # graphical_culture = event_target:mercenary_enclave_country # } # } # } # } # } # else = { # create_fleet = { # effect = { # set_owner = root # while = { # count = 20 # create_ship = { # name = random # design = event_target:mercenary_dividend_corvette # graphical_culture = event_target:mercenary_enclave_country # } # } # } # } # } # } # } # } ##Jackpot Reward country_event = { id = enclave.2020 title = enclave.2000.name desc = enclave.2020.desc picture = GFX_evt_mercenary_enclave show_sound = evn_ove_mercenary_enclave is_triggered_only = yes trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = merc_financial_troubles } } } immediate = { } option = { name = EXCELLENT trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_2 } } } add_monthly_resource_mult = { resource = energy value = @tier1materialreward min = @tier1materialmin max = @tier1materialmax } add_monthly_resource_mult = { resource = minerals value = @tier1materialreward min = @tier1materialmin max = @tier1materialmax } add_monthly_resource_mult = { resource = engineering_research value = @tier1researchreward min = @tier1researchmin max = @tier1researchmax } add_monthly_resource_mult = { resource = physics_research value = @tier1researchreward min = @tier1researchmin max = @tier1researchmax } add_monthly_resource_mult = { resource = society_research value = @tier1researchreward min = @tier1researchmin max = @tier1researchmax } } option = { name = EXCELLENT trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_4 } has_modifier = mercenary_fleet_size_upgrade_2 } } add_monthly_resource_mult = { resource = energy value = @tier2materialreward min = @tier2materialmin max = @tier2materialmax } add_monthly_resource_mult = { resource = minerals value = @tier2materialreward min = @tier2materialmin max = @tier2materialmax } add_monthly_resource_mult = { resource = engineering_research value = @tier2researchreward min = @tier2researchmin max = @tier2researchmax } add_monthly_resource_mult = { resource = physics_research value = @tier2researchreward min = @tier2researchmin max = @tier2researchmax } add_monthly_resource_mult = { resource = society_research value = @tier2researchreward min = @tier2researchmin max = @tier2researchmax } } option = { name = EXCELLENT trigger = { event_target:mercenary_enclave_country = { has_modifier = mercenary_fleet_size_upgrade_4 } } add_monthly_resource_mult = { resource = energy value = @tier3materialreward min = @tier3materialmin max = @tier3materialmax } add_monthly_resource_mult = { resource = minerals value = @tier3materialreward min = @tier3materialmin max = @tier3materialmax } add_monthly_resource_mult = { resource = engineering_research value = @tier3researchreward min = @tier3researchmin max = @tier3researchmax } add_monthly_resource_mult = { resource = physics_research value = @tier3researchreward min = @tier3researchmin max = @tier3researchmax } add_monthly_resource_mult = { resource = society_research value = @tier3researchreward min = @tier3researchmin max = @tier3researchmax } } } ##Sadpot country_event = { id = enclave.2025 title = enclave.2000.name desc = enclave.2025.desc picture = GFX_evt_mercenary_enclave show_sound = evn_ove_mercenary_enclave is_triggered_only = yes option = { name = enclave.2025.a add_monthly_resource_mult = { resource = energy value = @tier1materialreward min = @tier1materialmin max = @tier1materialmax } hidden_effect = { event_target:mercenary_enclave_country = { add_modifier = { modifier = merc_financial_troubles days = 3600 } } } } option = { name = enclave.2025.b event_target:mercenary_enclave_country = { ruler = { kill_leader = { show_notification = no} } } hidden_effect = { event_target:mercenary_enclave_country = { add_modifier = { modifier = merc_financial_troubles days = 1000 } create_leader = { class = commander species = owner_main_species event_leader = yes name = random skill = 1 } set_leader = last_created_leader } } } option = { name = enclave.2025.c trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_2 } } } allow = { resource_stockpile_compare = { resource = energy value >= 1000 } } add_resource = { energy = -1000 } add_resource = { influence = 50 } event_target:mercenary_enclave_country = { add_trust = { who = root amount = 20 } } } option = { name = enclave.2025.c trigger = { event_target:mercenary_enclave_country = { NOT = { has_modifier = mercenary_fleet_size_upgrade_4 } has_modifier = mercenary_fleet_size_upgrade_2 } } allow = { resource_stockpile_compare = { resource = energy value >= 2500 } } add_resource = { energy = -2500 } add_resource = { influence = 75 } event_target:mercenary_enclave_country = { add_trust = { who = root amount = 20 } } } option = { name = enclave.2025.c trigger = { event_target:mercenary_enclave_country = { has_modifier = mercenary_fleet_size_upgrade_4 } } allow = { resource_stockpile_compare = { resource = energy value >= 10000 } } add_resource = { energy = -10000 } add_resource = { influence = 100 } event_target:mercenary_enclave_country = { add_trust = { who = root amount = 20 } } } } #Logistic service country_event = { id = enclave.2030 base = enclave.205 desc_clear = yes option_clear = yes desc = enclave.2030.desc #Discuss another matter (return to menu) option = { name = enclave.215.a hidden_effect = { country_event = { id = enclave.205 } } } option = { name = DEAL trigger = { max_naval_capacity < 76 } allow = { resource_stockpile_compare = { resource = energy value >= 1000 } } add_resource = { energy = -1000 } custom_tooltip = opinion10 add_modifier = { modifier = mercenary_enclave_logistic_help days = 3600 } hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = 10 } } country_event = { id = enclave.2035 days = 3600 } } } option = { name = DEAL trigger = { max_naval_capacity > 75 max_naval_capacity < 151 } allow = { resource_stockpile_compare = { resource = energy value >= 1500 } } add_resource = { energy = -1500 } custom_tooltip = opinion20 add_modifier = { modifier = mercenary_enclave_logistic_help days = 3600 } hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = 20 } } country_event = { id = enclave.2035 days = 3600 } } } option = { name = DEAL trigger = { max_naval_capacity > 150 max_naval_capacity < 276 } allow = { resource_stockpile_compare = { resource = energy value >= 2500 } } add_resource = { energy = -2500 } custom_tooltip = opinion20 add_modifier = { modifier = mercenary_enclave_logistic_help days = 3600 } hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = 20 } } country_event = { id = enclave.2035 days = 3600 } } } option = { name = DEAL trigger = { max_naval_capacity > 275 max_naval_capacity < 451 } allow = { resource_stockpile_compare = { resource = energy value >= 4000 } } add_resource = { energy = -4000 } custom_tooltip = opinion20 add_modifier = { modifier = mercenary_enclave_logistic_help days = 3600 } hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = 20 } } country_event = { id = enclave.2035 days = 3600 } } } option = { name = DEAL trigger = { max_naval_capacity > 450 } allow = { resource_stockpile_compare = { resource = energy value >= 6000 } } add_resource = { energy = -5000 } custom_tooltip = opinion20 add_modifier = { modifier = mercenary_enclave_logistic_help days = 3600 } hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = 20 } } country_event = { id = enclave.2035 days = 3600 } } } } #Continue Logistic Services? country_event = { id = enclave.2035 title = enclave.2035.name desc = enclave.2035.desc picture = GFX_evt_mercenary_enclave show_sound = evn_ove_mercenary_enclave is_triggered_only = yes option = { name = DEAL trigger = { max_naval_capacity < 76 } allow = { resource_stockpile_compare = { resource = energy value >= 1000 } } add_resource = { energy = -1000 } custom_tooltip = opinion20 add_modifier = { modifier = mercenary_enclave_logistic_help days = 3600 } hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = 20 } } country_event = { id = enclave.2035 days = 3600 } } } option = { name = DEAL trigger = { max_naval_capacity > 75 max_naval_capacity < 151 } allow = { resource_stockpile_compare = { resource = energy value >= 1500 } } add_resource = { energy = -1500 } custom_tooltip = opinion20 add_modifier = { modifier = mercenary_enclave_logistic_help days = 3600 } hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = 20 } } country_event = { id = enclave.2035 days = 3600 } } } option = { name = DEAL trigger = { max_naval_capacity > 150 max_naval_capacity < 276 } allow = { resource_stockpile_compare = { resource = energy value >= 2500 } } add_resource = { energy = -2500 } custom_tooltip = opinion20 add_modifier = { modifier = mercenary_enclave_logistic_help days = 3600 } hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = 20 } } country_event = { id = enclave.2035 days = 3600 } } } option = { name = DEAL trigger = { max_naval_capacity > 275 max_naval_capacity < 451 } allow = { resource_stockpile_compare = { resource = energy value >= 4000 } } add_resource = { energy = -4000 } custom_tooltip = opinion20 add_modifier = { modifier = mercenary_enclave_logistic_help days = 3600 } hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = 20 } } country_event = { id = enclave.2035 days = 3600 } } } option = { name = DEAL trigger = { max_naval_capacity > 450 } allow = { resource_stockpile_compare = { resource = energy value >= 6000 } } add_resource = { energy = -5000 } custom_tooltip = opinion20 add_modifier = { modifier = mercenary_enclave_logistic_help days = 3600 } hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = 20 } } country_event = { id = enclave.2035 days = 3600 } } } option = { name = enclave.2035.a } } #Mercenary Enclave: SHARE TECHNOLOGY country_event = { id = enclave.2040 base = enclave.205 desc_clear = yes option_clear = yes desc = enclave.2040.desc #Discuss another matter (return to menu) option = { name = enclave.215.a hidden_effect = { country_event = { id = enclave.205 } } } #Offer technology for a small fee option = { name = DEAL add_resource = { energy = 1000 } custom_tooltip = opinion15 custom_tooltip = enclave.2040.a.tt hidden_effect = { event_target:mercenary_enclave_country = { add_trust = { who = root amount = 15 } set_timed_country_flag = { flag = updating_databanks days = @ShareTechTimer } set_saved_date = { key = updating_databanks_timer days_from_present = @ShareTechTimer expires = @ShareTechTimer } copy_techs_from = { target = root } } country_event = { id = enclave.225 } } } option = { name = GOODBYE default_hide_option = yes } } #Khan hires available mercs event = { id = enclave.2045 hide_window = yes is_triggered_only = yes trigger = { any_country = { is_country_type = awakened_marauders } NOT = { has_global_flag = great_khan_dead } any_country = { is_country_type = enclave_mercenary NOT = { any_owned_fleet = { is_leased = yes } } } } immediate = { random_country = { limit = { is_country_type = awakened_marauders } save_event_target_as = khan_country random_owned_fleet = { limit = { has_fleet_flag = khan_fleet } save_event_target_as = khan_fleet } } random_country = { limit = { is_country_type = enclave_mercenary NOT = { any_owned_fleet = { is_leased = yes } } } save_event_target_as = mercenary_enclave_country #Check if the patron is a player to give them a chance at a counteroffer if = { limit = { event_target:mercenary_enclave_country = { any_owned_fleet = { is_ship_size = enclave_mercenary_station solar_system = { exists = space_owner space_owner = { is_ai = yes } } } } } #Khan hires only the main fleet ordered_controlled_fleet = { limit = { is_ship_class = shipclass_military is_leased = no } position = 0 order_by = trigger:fleet_power save_event_target_as = mercenary_fleet } if = { limit = { exists = event_target:mercenary_fleet } event_target:mercenary_fleet = { give_fleet = { controller = event_target:khan_country days = 1510 } set_name = { key = NAME_Mercenary_Fleet variable_string = "[event_target:mercenary_enclave_country.GetName]" } auto_follow_fleet = { target = event_target:khan_fleet } } } set_country_flag = mercenary_enclave_rented_fleet } else = { event_target:mercenary_enclave_country = { random_owned_fleet = { limit = { is_ship_size = enclave_mercenary_station exists = solar_system } solar_system = { if = { limit = { exists = space_owner } space_owner = { country_event = { id = enclave.2050 } } } } } } } } } } country_event = { id = enclave.2050 title = enclave.2050.name desc = enclave.2050.desc picture = GFX_evt_mercenary_fleet show_sound = evn_ove_mercenary_fleet is_triggered_only = yes option = { #Yes, open diplomacy name = enclave.2050.a custom_tooltip = enclave.2050.a.tt hidden_effect = { country_event = { id = enclave.205 } event_target:khan_country = { country_event = { id = enclave.2051 days = 60 } } } } option = { #Nope name = enclave.2050.b custom_tooltip = enclave.2050.a.tt hidden_effect = { event_target:khan_country = { country_event = { id = enclave.2051 days = 60 } } } } option = { #Nope, but rude name = enclave.2050.c custom_tooltip = enclave.2050.b.tt hidden_effect = { event_target:khan_country = { country_event = { id = enclave.2051 days = 7 } } } } } country_event = { id = enclave.2051 hide_window = yes is_triggered_only = yes trigger = { event_target:mercenary_enclave_country = { NOT = { any_owned_fleet = { is_leased = yes } } } } immediate = { event_target:mercenary_enclave_country = { ordered_controlled_fleet = { limit = { is_ship_class = shipclass_military is_leased = no } position = 0 order_by = trigger:fleet_power save_event_target_as = mercenary_fleet } event_target:mercenary_fleet = { give_fleet = { controller = event_target:khan_country days = 1510 } set_name = { key = NAME_Mercenary_Fleet variable_string = "[event_target:mercenary_enclave_country.GetName]" } auto_follow_fleet = { target = event_target:khan_fleet } } set_country_flag = mercenary_enclave_rented_fleet } } } #Khan dies, mercenaries leave event = { id = enclave.2055 hide_window = yes is_triggered_only = yes trigger = { has_global_flag = great_khan_dead any_country = { is_country_type = enclave_mercenary any_owned_fleet = { is_leased = yes controller = { is_country_type = awakened_marauders } } } } immediate = { random_country = { limit = { is_country_type = awakened_marauders } save_event_target_as = khan_country } random_country = { limit = { is_country_type = enclave_mercenary any_owned_fleet = { is_leased = yes controller = { is_country_type = awakened_marauders } } } random_owned_fleet ={ limit = { is_leased = yes controller = { is_country_type = awakened_marauders } } end_fleet_contract = { initiator = event_target:khan_country reason = cancelled } } remove_country_flag = mercenary_enclave_rented_fleet } } } # Flag the enclave to block the AI from hiring mercs too quickly fleet_event = { id = enclave.2058 hide_window = yes is_triggered_only = yes trigger = { fromfrom = { is_mercenary = yes NOT = { has_country_flag = merc_ai_delay } } } immediate = { fromfrom = { set_timed_country_flag = { flag = merc_ai_delay years = 1 } } } } #Merc Fleet Lease Ended fleet_event = { id = enclave.2059 hide_window = yes is_triggered_only = yes trigger = { from = { is_ai = no } fromfrom = { is_mercenary = yes } } immediate = { fromfrom = { save_event_target_as = mercenary_enclave_country #Failsafe to catch if fleets are no longer on loan remove_loaning_fleet_flag = yes } from = { if = { limit = { fromfrom = { is_mercenary_mindwarden_enclave = yes } } fromfrom = { save_event_target_as = mindwarden_enclave_country } country_event = { id = shroud.6878 } } else = { fromfrom = { save_event_target_as = mercenary_enclave_country } country_event = { id = enclave.2060 } } } } } country_event = { id = enclave.2060 title = enclave.2060.name desc = enclave.2060.desc picture = GFX_evt_mercenary_fleet show_sound = evn_ove_mercenary_fleet is_triggered_only = yes option = { #Nope name = enclave.2060.a } option = { #Yes, open diplomacy name = enclave.2060.b hidden_effect = { country_event = { id = enclave.205 } } } } #Unemployed mercs return to merc station event = { id = enclave.2065 hide_window = yes is_triggered_only = yes trigger = { any_country = { is_mercenary = yes any_owned_fleet = { NOT = { is_leased = yes } } } } immediate = { random_country = { limit = { is_mercenary = yes any_owned_fleet = { NOT = { is_leased = yes } } } country_event = {id = enclave.2070 days = 5} } } } country_event = { id = enclave.2070 hide_window = yes is_triggered_only = yes trigger = { any_owned_fleet = { is_leased = no exists = solar_system solar_system = { NOT = { any_ship_in_system = { is_mercenary_station = yes } } } } } immediate = { random_owned_fleet = { limit = { is_mercenary_station = yes } save_event_target_as = mercenary_enclave_station } ordered_controlled_fleet = { limit = { is_ship_class = shipclass_military is_leased = no } position = 0 order_by = trigger:fleet_power auto_follow_fleet = { target = event_target:mercenary_enclave_station } } } } country_event = { # Assign an admiral to hired merc fleet if they lose theirs id = enclave.2075 hide_window = yes is_triggered_only = yes trigger = { is_mercenary = yes any_owned_fleet = { is_leased = yes NOT = { exists = leader } } } immediate = { if = { limit = { is_mercenary_mindwarden_enclave = yes } create_mindwarden_fleet_leader = yes } else = { create_leader = { class = commander species = event_target:mercenary_enclave_species event_leader = yes name = random skill = 3 traits = { trait = leader_trait_mercenary_warrior } } } random_owned_fleet = { limit = { is_leased = yes NOT = { exists = leader } } assign_leader = last_created_leader } } } # This = fleet # From = country that borrowed the fleet # FromFrom = country that owns the fleet # FromFromFrom = country that initiated the ending (the same as owner in a case of expiration) fleet_event = { id = enclave.2080 hide_window = yes is_triggered_only = yes trigger = { fromfrom = { is_mercenary = yes } } immediate = { if = { limit = { exists = leader } leader = { set_owner = fromfrom } } } } # This = fleet # From = country that borrowed the fleet # FromFrom = country that owns the fleet # Is fired immediately after fleet is leased out fleet_event = { id = enclave.2085 hide_window = yes is_triggered_only = yes trigger = { fromfrom = { is_mercenary = yes } } immediate = { if = { limit = { exists = leader } leader = { set_leader_flag = hired_admiral_merc_leader set_owner = from } } } } ##################### # SALVAGER ENCLAVES ##################### # Salvager Enclave Greetings: Gatekeeper event # Via on_custom_diplomacy | this = target country (player); from = country being contacted country_event = { id = enclave.300 hide_window = yes is_triggered_only = yes trigger = { from = { is_country_type = enclave has_country_flag = salvager_enclave_country } has_salvager_event = no } immediate = { if = { limit = { NOT = { exists = event_target:salvager_enclave_country } } from = { save_global_event_target_as = salvager_enclave_country } } country_event = { id = enclave.305 } } } # Post-First Contact setup # from = First Contact site owner country_event = { id = enclave.304 hide_window = yes is_triggered_only = yes immediate = { if = { limit = { from = { NOT = { has_country_flag = salvager_enclave_country } } } from = { country_event = { id = enclave.305 } } } else = { fromfrom = { country_event = { id = enclave.305 } } } } } # Salvager Enclave: GREETINGS # This = player country; event_target:salvager_enclave_country = enclave country country_event = { id = enclave.305 title = enclave.305.name desc_clear = yes option_clear = yes is_triggered_only = yes diplomatic = yes custom_gui = "enclave_salvager_window" custom_gui_option = "enclave_salvager_option" picture_event_data = { portrait = event_target:salvager_enclave_country room = salvagers_room } location = event_target:salvager_enclave_system #First-time greetings desc = { trigger = { NOR = { has_country_flag = salvager_enclave_diplomacy_engaged is_hostile = event_target:salvager_enclave_country is_homicidal = yes } } text = enclave.305.a.desc text = enclave.305.b.desc text = enclave.305.c.desc } #Return greetings desc = { trigger = { has_country_flag = salvager_enclave_diplomacy_engaged NOR = { is_hostile = event_target:salvager_enclave_country is_homicidal = yes } } text = enclave.305.n.desc text = enclave.305.o.desc text = enclave.305.p.desc text = enclave.305.q.desc } #First-time greetings for scavenger country desc = { exclusive_trigger = { NOR = { has_country_flag = salvager_enclave_diplomacy_engaged is_hostile = event_target:salvager_enclave_country is_homicidal = yes } is_scavenger = yes } text = enclave.305.desc.scavenger_first } #Return greetings for scavenger country desc = { trigger = { #not exclusive as want this one to be a bit rare has_country_flag = salvager_enclave_diplomacy_engaged NOR = { is_hostile = event_target:salvager_enclave_country is_homicidal = yes } is_scavenger = yes } text = enclave.305.desc.scavenger_followup } desc = { trigger = { has_country_flag = salvager_enclave_has_scrapped_organic NOR = { is_hostile = event_target:salvager_enclave_country is_homicidal = yes } } text = enclave.305.organic.desc } desc = { trigger = { OR = { is_hostile = event_target:salvager_enclave_country is_homicidal = yes } } text = enclave.305.desc.hostile } immediate = { if = { limit = { NOT = { has_country_flag = salvager_enclave_diplomacy_engaged } is_scavenger = yes } event_target:salvager_enclave_country = { add_trust = { who = root amount = 10 } } } } #Note on Opinion levels: some options only become visible (trigger) at given opinion thresholds, but opinion 'allow' checks are only performed once the player has clicked through for more information. #Scrap Fleet option = { name = enclave.305.a custom_tooltip = salvager_tt_scrapfleet trigger = { NOR = { is_hostile = event_target:salvager_enclave_country is_homicidal = yes } } allow = { custom_tooltip = { fail_text = salvager_scrap_fleet_cooldown NOT = { has_country_flag = salvager_enclave_recently_scrapped } } } hidden_effect = { country_event = { id = enclave.310 } } } #Reclaimed Vessel option = { name = enclave.305.b custom_tooltip = salvager_tt_reclaimedvessel trigger = { NOR = { is_hostile = event_target:salvager_enclave_country is_homicidal = yes } } allow = { # Hide if this is the only playable country in the galaxy custom_tooltip = { text = requires_reclaimable_vessels count_playable_country = { limit = { NOR = { is_same_value = root has_ascension_perk = ap_enigmatic_engineering } } count > 1 } } custom_tooltip = { fail_text = salvager_reclaimed_vessel_cooldown NOT = { has_country_flag = salvager_enclave_recently_reclaimed_all } } } hidden_effect = { country_event = { id = enclave.320 } } } #Salvage Works starbase building option = { name = enclave.305.c custom_tooltip = salvager_tt_salvageworks trigger = { NOR = { is_hostile = event_target:salvager_enclave_country is_homicidal = yes has_country_flag = salvager_enclave_bought_salvage_works } event_target:salvager_enclave_country = { trust = { who = root value >= 30 } } } hidden_effect = { country_event = { id = enclave.330 } } } #Salvager Overdrive modifier option = { name = enclave.305.d trigger = { NOR = { is_hostile = event_target:salvager_enclave_country is_homicidal = yes } event_target:salvager_enclave_country = { trust = { who = root value >= 40 } } } allow = { custom_tooltip = { fail_text = requires_salvage_works any_owned_starbase = { has_starbase_building = salvager_workshop } } } hidden_effect = { country_event = { id = enclave.335 } } } #Commission salvage option = { name = enclave.305.e custom_tooltip = salvager_tt_commissionsalvage trigger = { NOR = { is_hostile = event_target:salvager_enclave_country is_homicidal = yes } event_target:salvager_enclave_country = { trust = { who = root value >= 10 } } } hidden_effect = { country_event = { id = enclave.340 } } } #Salvager Insight modifier option = { name = enclave.305.f trigger = { NOR = { is_hostile = event_target:salvager_enclave_country is_homicidal = yes } event_target:salvager_enclave_country = { trust = { who = root value >= 10 } } } allow = { custom_tooltip = { fail_text = salvager_insight_cooldown NOT = { has_modifier = salvager_insight } } } hidden_effect = { country_event = { id = enclave.345 } } } #Master Salvager option = { name = enclave.305.g trigger = { NOR = { is_hostile = event_target:salvager_enclave_country is_homicidal = yes } event_target:salvager_enclave_country = { trust = { who = root value >= 20 } } } allow = { custom_tooltip = { fail_text = master_salvager_already_bought NOT = { any_owned_leader = { has_leader_flag = master_salvager } } } } hidden_effect = { country_event = { id = enclave.350 } } } #Ask about the Many-Tentacled Guest (Jaunted Traveler event chain) option = { name = enclave.405.f trigger = { has_country_flag = knows_jaunting_traveler_story NOT = { has_country_flag = jaunted_traveler_secret_revealed } } hidden_effect = { country_event = { id = enclave.7110 } } } #Cease dialog option = { name = GOODBYE trigger = { NOR = { is_hostile = event_target:salvager_enclave_country is_homicidal = yes } } default_hide_option = yes } # Hostility cease option = { name = DOTDOTDOT trigger = { OR = { is_hostile = event_target:salvager_enclave_country is_homicidal = yes } } } after = { set_country_flag = salvager_enclave_diplomacy_engaged } } # Salvager Enclave: SCRAP FLEET # This = player country; event_target:salvager_enclave_country = enclave country country_event = { id = enclave.310 base = enclave.305 desc_clear = yes option_clear = yes desc = { trigger = { has_country_flag = has_scrappable_fleet NOT = { has_country_flag = has_organic_scrappable_fleet } } text = enclave.310.desc } desc = { trigger = { has_country_flag = has_organic_scrappable_fleet } text = enclave.310.organic.desc } desc = { trigger = { NOT = { has_country_flag = has_scrappable_fleet } } text = enclave.310.nofleet.desc } immediate = { if = { limit = { event_target:salvager_enclave_system = { any_fleet_in_system = { exists = owner fleet_can_be_scrapped = yes } } } set_country_flag = has_scrappable_fleet event_target:salvager_enclave_system = { ordered_fleet_in_system = { limit = { fleet_can_be_scrapped = yes NAND = { exists = event_target:scrappable_fleet_1 is_same_value = event_target:scrappable_fleet_1 } } order_by = trigger:fleet_power inverse = yes position = 0 save_event_target_as = scrappable_fleet_1 salvager_enclave_scrap_fleet_estimate = yes } ordered_fleet_in_system = { limit = { fleet_can_be_scrapped = yes NOR = { AND = { exists = event_target:scrappable_fleet_1 is_same_value = event_target:scrappable_fleet_1 } exists = event_target:scrappable_fleet_2 } } order_by = trigger:fleet_power inverse = no position = 0 save_event_target_as = scrappable_fleet_2 salvager_enclave_scrap_fleet_estimate = yes } random_fleet_in_system = { limit = { fleet_can_be_scrapped = yes NOR = { AND = { exists = event_target:scrappable_fleet_1 is_same_value = event_target:scrappable_fleet_1 } AND = { exists = event_target:scrappable_fleet_2 is_same_value = event_target:scrappable_fleet_2 } exists = event_target:scrappable_fleet_3 } } save_event_target_as = scrappable_fleet_3 salvager_enclave_scrap_fleet_estimate = yes } random_fleet_in_system = { limit = { fleet_can_be_scrapped = yes NOR = { AND = { exists = event_target:scrappable_fleet_1 is_same_value = event_target:scrappable_fleet_1 } AND = { exists = event_target:scrappable_fleet_2 is_same_value = event_target:scrappable_fleet_2 } AND = { exists = event_target:scrappable_fleet_3 is_same_value = event_target:scrappable_fleet_3 } exists = event_target:scrappable_fleet_4 } } save_event_target_as = scrappable_fleet_4 salvager_enclave_scrap_fleet_estimate = yes } } } } #Back to menu option = { name = enclave.310.a hidden_effect = { country_event = { id = enclave.305 } } } #Choose a fleet to scrap (fleet 1) option = { name = enclave.310.b trigger = { exists = event_target:scrappable_fleet_1 } allow = { resource_stockpile_compare = { resource = energy value >= @ScrapCost mult = -1 } custom_tooltip = { fail_text = IS_NOT_CLOAKED event_target:scrappable_fleet_1 = { is_cloaked = no } } } add_resource = { energy = @ScrapCost } #Describe rewards to come (handled in a subsequent event) if = { limit = { event_target:scrappable_fleet_1 = { has_fleet_flag = scrap_organic_fleet } } custom_tooltip = enclave.310.organic_penalty.tt custom_tooltip = enclave.310.tt #"We will receive:" tooltip = { event_target:scrappable_fleet_1 = { add_resource = { alloys = 1 mult = scrap_value } add_resource = { food = @ScrapTier1Food } } } custom_tooltip = opinion5 hidden_effect = { add_resource = { energy = @ScrapOrganicCost } event_target:salvager_enclave_country = { add_trust = { who = root amount = 5 } } } set_timed_country_flag = { flag = salvager_enclave_scrapping_organic days = @ScrapFleetTimer } hidden_effect = { root = { set_country_flag = you_monster_achievement } } } else = { custom_tooltip = enclave.310.tt tooltip = { event_target:scrappable_fleet_1 = { add_resource = { alloys = 1 mult = scrap_value } } } custom_tooltip = opinion10 hidden_effect = { event_target:salvager_enclave_country = { add_trust = { who = root amount = 10 } } } } hidden_effect = { set_timed_country_flag = { flag = salvager_enclave_recently_scrapped days = @ScrapFleetTimer } set_saved_date = { key = salvager_scrap_timer days_from_present = @ScrapFleetTimer expires = @ScrapFleetTimer } set_variable = { which = scrap_value_due value = event_target:scrappable_fleet_1.scrap_value } event_target:scrappable_fleet_1 = { fleet_event = { id = enclave.311 } #Remove any leader; transfer fleet } country_event = { id = enclave.315 } #Thanks } } #Choose a fleet to scrap (fleet 2) option = { name = enclave.310.c trigger = { exists = event_target:scrappable_fleet_2 } allow = { resource_stockpile_compare = { resource = energy value >= @ScrapCost mult = -1 } custom_tooltip = { fail_text = IS_NOT_CLOAKED event_target:scrappable_fleet_2 = { is_cloaked = no } } } add_resource = { energy = @ScrapCost } #Describe rewards to come (handled in a subsequent event) if = { limit = { event_target:scrappable_fleet_2 = { has_fleet_flag = scrap_organic_fleet } } custom_tooltip = enclave.310.organic_penalty.tt custom_tooltip = enclave.310.tt #"We will receive:" tooltip = { event_target:scrappable_fleet_2 = { add_resource = { alloys = 1 mult = scrap_value } add_resource = { food = @ScrapTier1Food } } } custom_tooltip = opinion5 hidden_effect = { add_resource = { energy = @ScrapOrganicCost } event_target:salvager_enclave_country = { add_trust = { who = root amount = 5 } } } set_timed_country_flag = { flag = salvager_enclave_scrapping_organic days = @ScrapFleetTimer } hidden_effect = { root = { set_country_flag = you_monster_achievement } } } else = { custom_tooltip = enclave.310.tt tooltip = { event_target:scrappable_fleet_2 = { add_resource = { alloys = 1 mult = scrap_value } } } custom_tooltip = opinion10 hidden_effect = { event_target:salvager_enclave_country = { add_trust = { who = root amount = 10 } } } } hidden_effect = { set_timed_country_flag = { flag = salvager_enclave_recently_scrapped days = @ScrapFleetTimer } set_saved_date = { key = salvager_scrap_timer days_from_present = @ScrapFleetTimer expires = @ScrapFleetTimer } set_variable = { which = scrap_value_due value = event_target:scrappable_fleet_2.scrap_value } event_target:scrappable_fleet_2 = { fleet_event = { id = enclave.311 } #Remove any leader; transfer fleet } country_event = { id = enclave.315 } #Thanks } } #Choose a fleet to scrap (fleet 3) option = { name = enclave.310.d trigger = { exists = event_target:scrappable_fleet_3 } allow = { resource_stockpile_compare = { resource = energy value >= @ScrapCost mult = -1 } custom_tooltip = { fail_text = IS_NOT_CLOAKED event_target:scrappable_fleet_3 = { is_cloaked = no } } } add_resource = { energy = @ScrapCost } #Describe rewards to come (handled in a subsequent event) if = { limit = { event_target:scrappable_fleet_3 = { has_fleet_flag = scrap_organic_fleet } } custom_tooltip = enclave.310.organic_penalty.tt custom_tooltip = enclave.310.tt #"We will receive:" tooltip = { event_target:scrappable_fleet_3 = { add_resource = { alloys = 1 mult = scrap_value } add_resource = { food = @ScrapTier1Food } } } custom_tooltip = opinion5 hidden_effect = { add_resource = { energy = @ScrapOrganicCost } event_target:salvager_enclave_country = { add_trust = { who = root amount = 5 } } } set_timed_country_flag = { flag = salvager_enclave_scrapping_organic days = @ScrapFleetTimer } hidden_effect = { root = { set_country_flag = you_monster_achievement } } } else = { custom_tooltip = enclave.310.tt tooltip = { event_target:scrappable_fleet_3 = { add_resource = { alloys = 1 mult = scrap_value } } } custom_tooltip = opinion10 hidden_effect = { event_target:salvager_enclave_country = { add_trust = { who = root amount = 10 } } } } hidden_effect = { set_timed_country_flag = { flag = salvager_enclave_recently_scrapped days = @ScrapFleetTimer } set_saved_date = { key = salvager_scrap_timer days_from_present = @ScrapFleetTimer expires = @ScrapFleetTimer } set_variable = { which = scrap_value_due value = event_target:scrappable_fleet_3.scrap_value } event_target:scrappable_fleet_3 = { fleet_event = { id = enclave.311 } #Remove any leader; transfer fleet } country_event = { id = enclave.315 } #Thanks } } #Choose a fleet to scrap (fleet 4) option = { name = enclave.310.e trigger = { exists = event_target:scrappable_fleet_4 } allow = { resource_stockpile_compare = { resource = energy value >= @ScrapCost mult = -1 } custom_tooltip = { fail_text = IS_NOT_CLOAKED event_target:scrappable_fleet_4 = { is_cloaked = no } } } add_resource = { energy = @ScrapCost } #Describe rewards to come (handled in a subsequent event) if = { limit = { event_target:scrappable_fleet_4 = { has_fleet_flag = scrap_organic_fleet } } custom_tooltip = enclave.310.organic_penalty.tt custom_tooltip = enclave.310.tt #"We will receive:" tooltip = { event_target:scrappable_fleet_4 = { add_resource = { alloys = 1 mult = scrap_value } add_resource = { food = @ScrapTier1Food } } } custom_tooltip = opinion5 hidden_effect = { add_resource = { energy = @ScrapOrganicCost } event_target:salvager_enclave_country = { add_trust = { who = root amount = 5 } } } set_timed_country_flag = { flag = salvager_enclave_scrapping_organic days = @ScrapFleetTimer } hidden_effect = { root = { set_country_flag = you_monster_achievement } } } else = { custom_tooltip = enclave.310.tt tooltip = { event_target:scrappable_fleet_4 = { add_resource = { alloys = 1 mult = scrap_value } } } custom_tooltip = opinion10 hidden_effect = { event_target:salvager_enclave_country = { add_trust = { who = root amount = 10 } } } } hidden_effect = { set_timed_country_flag = { flag = salvager_enclave_recently_scrapped days = @ScrapFleetTimer } set_saved_date = { key = salvager_scrap_timer days_from_present = @ScrapFleetTimer expires = @ScrapFleetTimer } set_variable = { which = scrap_value_due value = event_target:scrappable_fleet_4.scrap_value } event_target:scrappable_fleet_4 = { fleet_event = { id = enclave.311 } #Remove any leader; transfer fleet } country_event = { id = enclave.315 } #Thanks } } option = { name = GOODBYE default_hide_option = yes } after = { remove_country_flag = has_scrappable_fleet remove_country_flag = has_organic_scrappable_fleet } } # from = customer; event_target:salvager_enclave_country = enclave country fleet_event = { id = enclave.311 hide_window = yes is_triggered_only = yes immediate = { if = { limit = { exists = leader } leader = { unassign_leader = this } } set_owner = event_target:salvager_enclave_country if = { limit = { OR = { is_ship_size = space_amoeba #Lost Amoeba (juvenile) is_ship_size = space_amoeba_mother #Adult Amoeba ("Bubbles") } } random_list = { 3 = { } 1 = { modifier = { factor = 0 from = { has_modifier = amoeba_hunting_buff } } modifier = { factor = 5 is_active_resolution = resolution_amoeba_conservation_act } event_target:salvager_enclave_country = { country_event = { id = enclave.312 days = 200 } } } } } queue_actions = { move_to = event_target:salvager_enclave_starbase wait = { duration = 5 } effect = { id = salvager_scrap_fleet_effect@from root = { destroy_fleet = this } } } from = { country_event = { id = enclave.360 days = 120 random = 40 } #Deliver resource } } } #Salvagers Adopt the Once-Lost Amoeba country_event = { id = enclave.312 hide_window = yes is_triggered_only = yes trigger = { NOT = { has_country_flag = adopted_amoeba } event_target:salvager_enclave_system = { any_system_ambient_object = { has_ambient_object_flag = salvager_debris_field } } } immediate = { event_target:salvager_enclave_system = { random_system_ambient_object = { limit = { has_ambient_object_flag = salvager_debris_field } save_event_target_as = salvager_debris_field } } create_fleet = { name = "NAME_Salvager_Amoeba" effect = { set_owner = root create_ship = { name = "NAME_Salvager_Amoeba" design = "NAME_Large_Space_Organism_Teal" prefix = no upgradable = no effect = { # set_disable_at_health = 0.001 set_ship_flag = salvager_amoeba_ship #May not be Reanimated } } set_location = { target = event_target:salvager_debris_field } set_fleet_stance = passive # set_fleet_flag = lost_amoeba_adult_fleet@root #Used in Centenarian event } settings = { can_upgrade = no can_disband = no can_change_composition = no can_change_leader = no uses_naval_capacity = no } } set_country_flag = adopted_amoeba # country_event = { id = distar.304 days = 36000 } #Evolve into Centenarian (untested) } } # Salvager Enclave: THANKS (scrap) # This = player country; event_target:salvager_enclave_country = enclave country country_event = { id = enclave.315 base = enclave.305 desc_clear = yes desc = enclave.315.desc trigger = { exists = event_target:salvager_enclave_country } } # Salvager Enclave: RECLAIMED VESSEL # This = player country; event_target:salvager_enclave_country = enclave country country_event = { id = enclave.320 base = enclave.305 desc_clear = yes option_clear = yes desc = { trigger = { NOT = { has_country_flag = salvager_enclave_recently_reclaimed_all } } text = enclave.320.desc } desc = { trigger = { has_country_flag = salvager_enclave_recently_reclaimed_all } text = enclave.320.timeout.desc } immediate = { salvager_enclave_find_reclaimed_corvette_design = yes salvager_enclave_find_reclaimed_frigate_design = yes salvager_enclave_find_reclaimed_destroyer_design = yes salvager_enclave_find_reclaimed_cruiser_design = yes salvager_enclave_find_reclaimed_battleship_design = yes #Set a scaling cost multiplier based on years passed. Positive values are used in allow checks. if = { limit = { mid_game_years_passed < 0 } set_variable = { which = reclaimed_cost_mult_comparable value = 0.8 } set_variable = { which = reclaimed_cost_mult value = -0.8 } } else_if = { limit = { end_game_years_passed < 0 } set_variable = { which = reclaimed_cost_mult_comparable value = 1 } set_variable = { which = reclaimed_cost_mult value = -1 } } else = { set_variable = { which = reclaimed_cost_mult_comparable value = 1.3 } set_variable = { which = reclaimed_cost_mult value = -1.3 } } } #Back to menu option = { name = enclave.310.a hidden_effect = { country_event = { id = enclave.305 } } } #Corvette option = { name = enclave.320.b trigger = { exists = event_target:salvager_reclaimed_corvette NOT = { has_country_flag = salvager_enclave_recently_reclaimed_all } } allow = { resource_stockpile_compare = { resource = energy value >= @ReclaimedCorvetteCost mult = reclaimed_cost_mult_comparable } } custom_tooltip = enclave.320.b.tt add_resource = { energy = @ReclaimedCorvetteCost mult = reclaimed_cost_mult } custom_tooltip = opinion1 hidden_effect = { create_fleet = { effect = { set_owner = root create_ship = { name = random design = event_target:salvager_reclaimed_corvette graphical_culture = event_target:salvager_enclave_country } set_location = { target = root.capital_scope } } } change_variable = { which = reclaimed_ships_bought value = 1 } event_target:salvager_enclave_country = { add_trust = { who = root amount = 1 } } country_event = { id = enclave.320 } } } #Corvettes (bulk purchase) option = { name = enclave.320.bb trigger = { exists = event_target:salvager_reclaimed_corvette NOR = { has_country_flag = salvager_enclave_recently_reclaimed_all check_variable = { which = reclaimed_ships_bought value > 0 } } } allow = { resource_stockpile_compare = { resource = energy value >= @ReclaimedCorvetteSquadronCost mult = reclaimed_cost_mult_comparable } } custom_tooltip = enclave.320.bb.tt add_resource = { energy = @ReclaimedCorvetteSquadronCost mult = reclaimed_cost_mult } custom_tooltip = opinion5 hidden_effect = { create_fleet = { effect = { set_owner = root while = { count = 10 create_ship = { name = random design = event_target:salvager_reclaimed_corvette graphical_culture = event_target:salvager_enclave_country } } set_location = { target = root.capital_scope } } } change_variable = { which = reclaimed_ships_bought value = 10 } event_target:salvager_enclave_country = { add_trust = { who = root amount = 5 } } country_event = { id = enclave.320 } } } #Frigate option = { name = enclave.320.frigate trigger = { exists = event_target:salvager_reclaimed_frigate NOT = { has_country_flag = salvager_enclave_recently_reclaimed_all } } allow = { resource_stockpile_compare = { resource = energy value >= @ReclaimedCorvetteCost mult = reclaimed_cost_mult_comparable } } custom_tooltip = enclave.320.frigate.tt add_resource = { energy = @ReclaimedCorvetteCost mult = reclaimed_cost_mult } custom_tooltip = opinion1 hidden_effect = { create_fleet = { effect = { set_owner = root create_ship = { name = random design = event_target:salvager_reclaimed_frigate graphical_culture = event_target:salvager_enclave_country } set_location = { target = root.capital_scope } } } change_variable = { which = reclaimed_ships_bought value = 1 } event_target:salvager_enclave_country = { add_trust = { who = root amount = 1 } } country_event = { id = enclave.320 } } } #Frigates (bulk purchase) option = { name = enclave.320.frigate_bulk trigger = { exists = event_target:salvager_reclaimed_frigate NOR = { has_country_flag = salvager_enclave_recently_reclaimed_all check_variable = { which = reclaimed_ships_bought value > 0 } } } allow = { resource_stockpile_compare = { resource = energy value >= @ReclaimedCorvetteSquadronCost mult = reclaimed_cost_mult_comparable } } custom_tooltip = enclave.320.frigate_bulk.tt add_resource = { energy = @ReclaimedCorvetteSquadronCost mult = reclaimed_cost_mult } custom_tooltip = opinion5 hidden_effect = { create_fleet = { effect = { set_owner = root while = { count = 10 create_ship = { name = random design = event_target:salvager_reclaimed_frigate graphical_culture = event_target:salvager_enclave_country } } set_location = { target = root.capital_scope } } } change_variable = { which = reclaimed_ships_bought value = 10 } event_target:salvager_enclave_country = { add_trust = { who = root amount = 5 } } country_event = { id = enclave.320 } } } #Destroyer option = { name = enclave.320.c trigger = { exists = event_target:salvager_reclaimed_destroyer #includes a check for whether ROOT has this ship tech. or not NOT = { has_country_flag = salvager_enclave_recently_reclaimed_all } } allow = { custom_tooltip = { fail_text = enclave.320.c.timeout NOT = { has_country_flag = salvager_enclave_recently_reclaimed_destroyer } } resource_stockpile_compare = { resource = energy value >= @ReclaimedDestroyerCost mult = reclaimed_cost_mult_comparable } } custom_tooltip = enclave.320.c.tt add_resource = { energy = @ReclaimedDestroyerCost mult = reclaimed_cost_mult } custom_tooltip = opinion2 hidden_effect = { create_fleet = { effect = { set_owner = root create_ship = { name = random design = event_target:salvager_reclaimed_destroyer graphical_culture = event_target:salvager_enclave_country } set_location = { target = root.capital_scope } } } change_variable = { which = reclaimed_ships_bought value = 1 } set_timed_country_flag = { flag = salvager_enclave_recently_reclaimed_destroyer days = @ReclaimedDestroyerTimer } set_saved_date = { key = salvager_destroyer_timer days_from_present = @ReclaimedDestroyerTimer expires = @ReclaimedDestroyerTimer } event_target:salvager_enclave_country = { add_trust = { who = root amount = 2 } } country_event = { id = enclave.320 } } } #Cruiser option = { name = enclave.320.d trigger = { exists = event_target:salvager_reclaimed_cruiser #includes a check for whether ROOT has this ship tech. or not NOT = { has_country_flag = salvager_enclave_recently_reclaimed_all } } allow = { custom_tooltip = { fail_text = enclave.320.d.timeout NOT = { has_country_flag = salvager_enclave_recently_reclaimed_cruiser } } resource_stockpile_compare = { resource = energy value >= @ReclaimedCruiserCost mult = reclaimed_cost_mult_comparable } } custom_tooltip = enclave.320.d.tt add_resource = { energy = @ReclaimedCruiserCost mult = reclaimed_cost_mult } custom_tooltip = opinion3 hidden_effect = { create_fleet = { effect = { set_owner = root create_ship = { name = random design = event_target:salvager_reclaimed_cruiser graphical_culture = event_target:salvager_enclave_country } set_location = { target = root.capital_scope } } } change_variable = { which = reclaimed_ships_bought value = 1 } set_timed_country_flag = { flag = salvager_enclave_recently_reclaimed_cruiser days = @ReclaimedCruiserTimer } set_saved_date = { key = salvager_cruiser_timer days_from_present = @ReclaimedCruiserTimer expires = @ReclaimedCruiserTimer } event_target:salvager_enclave_country = { add_trust = { who = root amount = 3 } } country_event = { id = enclave.320 } } } #Battleship option = { name = enclave.320.e trigger = { exists = event_target:salvager_reclaimed_battleship #includes a check for whether ROOT has this ship tech. or not NOT = { has_country_flag = salvager_enclave_recently_reclaimed_all } } allow = { custom_tooltip = { fail_text = enclave.320.e.timeout NOT = { has_country_flag = salvager_enclave_recently_reclaimed_battleship } } resource_stockpile_compare = { resource = energy value >= @ReclaimedBattleshipCost mult = reclaimed_cost_mult_comparable } } custom_tooltip = enclave.320.e.tt add_resource = { energy = @ReclaimedBattleshipCost mult = reclaimed_cost_mult } custom_tooltip = opinion4 hidden_effect = { create_fleet = { effect = { set_owner = root create_ship = { name = random design = event_target:salvager_reclaimed_battleship graphical_culture = event_target:salvager_enclave_country } set_location = { target = root.capital_scope } } } change_variable = { which = reclaimed_ships_bought value = 1 } set_timed_country_flag = { flag = salvager_enclave_recently_reclaimed_battleship days = @ReclaimedBattleshipTimer } set_saved_date = { key = salvager_battleship_timer days_from_present = @ReclaimedBattleshipTimer expires = @ReclaimedBattleshipTimer } event_target:salvager_enclave_country = { add_trust = { who = root amount = 4 } } country_event = { id = enclave.320 } } } option = { name = GOODBYE default_hide_option = yes } after = { hidden_effect = { if = { limit = { check_variable = { which = reclaimed_ships_bought value >= @ReclaimedShipsLimit } } set_timed_country_flag = { flag = salvager_enclave_recently_reclaimed_all days = @ReclaimedShipsTimer } set_saved_date = { key = reclaimed_vessel_timer days_from_present = @ReclaimedShipsTimer expires = @ReclaimedShipsTimer } country_event = { id = enclave.321 #Reset counter days = @ReclaimedShipsTimer } } } } } #Clear 'reclaimed ships bought' counter after @ReclaimedShipsTimer country_event = { id = enclave.321 hide_window = yes is_triggered_only = yes immediate = { set_variable = { which = reclaimed_ships_bought value = 0 } } } # Salvager Enclave: THANKS FOR PURCHASE (other) # This = player country; event_target:salvager_enclave_country = enclave country country_event = { id = enclave.325 base = enclave.305 desc_clear = yes desc = enclave.325.desc } # Salvager Enclave: SALVAGE WORKS starbase building # This = player country; event_target:salvager_enclave_country = enclave country country_event = { id = enclave.330 base = enclave.305 desc_clear = yes option_clear = yes desc = { trigger = { event_target:salvager_enclave_country = { trust = { who = root value >= 40 } } } text = enclave.330.desc } desc = { trigger = { event_target:salvager_enclave_country = { trust = { who = root value < 40 } } } text = enclave.330.lowopinion.desc } #Back to menu option = { name = enclave.330.a hidden_effect = { country_event = { id = enclave.305 } } } option = { name = DEAL allow = { event_target:salvager_enclave_country = { trust = { who = root value >= 40 } } resource_stockpile_compare = { resource = energy value >= 1000 } } add_resource = { energy = -1000 } custom_tooltip = opinion10 custom_tooltip = enclave.330.b.tt hidden_effect = { event_target:salvager_enclave_country = { add_trust = { who = root amount = 10 } set_country_flag = salvage_works@root } set_country_flag = salvager_enclave_bought_salvage_works country_event = { id = enclave.325 } } } option = { name = TOOPOOR trigger = { event_target:salvager_enclave_country = { trust = { who = root value >= 40 } } resource_stockpile_compare = { resource = energy value < 1000 } } hidden_effect = { country_event = { id = enclave.305 } } } option = { name = GOODBYE default_hide_option = yes } } # Salvager Enclave: SALVAGER OVERDRIVE empire modifier # This = player country; event_target:salvager_enclave_country = enclave country country_event = { id = enclave.335 base = enclave.305 desc_clear = yes option_clear = yes desc = enclave.335.desc #Back to menu option = { name = enclave.335.a hidden_effect = { country_event = { id = enclave.305 } } } option = { name = DEAL allow = { event_target:salvager_enclave_country = { trust = { who = root value >= 50 } } custom_tooltip = { fail_text = salvager_overdrive_cooldown NOT = { has_country_flag = salvager_overdrive } } resource_stockpile_compare = { resource = energy value >= 800 } resource_stockpile_compare = { resource = volatile_motes value >= 20 } } #Costs add_resource = { energy = -800 } add_resource = { volatile_motes = -20 } #Gains custom_tooltip = opinion5 add_modifier = { modifier = salvager_overdrive days = 720 } hidden_effect = { event_target:salvager_enclave_country = { add_trust = { who = root amount = 5 } } #Establish service timeout (until it can be used again) set_timed_country_flag = { flag = salvager_overdrive days = @SalvagerOverdriveTimeout } set_saved_date = { key = salvager_overdrive_timer days_from_present = @SalvagerOverdriveTimeout expires = @SalvagerOverdriveTimeout } #Wrap-up set_country_flag = salvager_enclave_bought_salvager_overdrive country_event = { id = enclave.325 } country_event = { id = enclave.336 days = 1441 } #@SalvagerOverdriveTimeout + 1 } } option = { name = TOOPOOR trigger = { event_target:salvager_enclave_country = { trust = { who = root value >= 50 } } resource_stockpile_compare = { resource = energy value < 800 } resource_stockpile_compare = { resource = volatile_motes value < 20 } } hidden_effect = { country_event = { id = enclave.305 } } } option = { name = GOODBYE default_hide_option = yes } } # Salvager Enclave: SALVAGER OVERDRIVE empire modifier reminder # This = player country; event_target:salvager_enclave_country = enclave country country_event = { id = enclave.336 base = enclave.335 desc_clear = yes desc = enclave.336.desc trigger = { exists = event_target:salvager_enclave_country NOT = { is_hostile = event_target:salvager_enclave_country } event_target:salvager_enclave_country = { trust = { who = root value >= 40 } } any_owned_starbase = { has_starbase_building = salvager_workshop } } } # Salvager Enclave: SALVAGE COMMISSION # This = player country; event_target:salvager_enclave_country = enclave country country_event = { id = enclave.340 base = enclave.305 desc_clear = yes option_clear = yes desc = { trigger = { has_country_flag = salvage_commission_available #includes opinion check } text = enclave.340.a.desc text = enclave.340.b.desc } desc = { trigger = { NOT = { has_country_flag = salvage_commission_available } #includes opinion check } text = enclave.340.nodebris.desc } desc = { trigger = { event_target:salvager_enclave_country = { trust = { who = root value < 20 } } } text = enclave.340.lowopinion.desc } immediate = { if = { limit = { NOT = { has_country_flag = salvager_enclave_salvage_commission_active } event_target:salvager_enclave_country = { trust = { who = root value >= 20 } } count_available_debris = { count > 0 } } set_country_flag = salvage_commission_available } } #Back to menu option = { name = enclave.340.a hidden_effect = { country_event = { id = enclave.305 } } } option = { name = DEAL allow = { event_target:salvager_enclave_country = { trust = { who = root value >= 20 } } custom_tooltip = { fail_text = one_salvage_commission_only NOT = { has_country_flag = salvager_enclave_salvage_commission_active } } custom_tooltip = { fail_text = requires_debris_field has_country_flag = salvage_commission_available } } add_resource = { energy = -400 } custom_tooltip = opinion5 custom_tooltip = enclave.340.b.tt hidden_effect = { #First, check the debris hasn't timed out already if = { limit = { count_available_debris = { count < 1 } } country_event = { id = enclave.342 } } else = { event_target:salvager_enclave_country = { add_trust = { who = root amount = 5 } } set_timed_country_flag = { flag = salvager_enclave_salvage_commission_active #removed when goods are delivered, or else after this fallback amount days = 90 #based on DEBRIS_RESEARCH_TIME } set_country_flag = salvager_enclave_bought_salvage_commission #Transfer debris fields while = { count = 3 random_available_debris = { weights = { base = 1 #Prioritise debris inside closed borders modifier = { add = 5 solar_system = { exists = owner owner = { has_closed_borders = root } } } #Prioritise debris nearest to the Salvagers modifier = { add = 5 solar_system = { distance = { source = event_target:salvager_enclave_system min_jumps = 1 max_jumps = 5 } } } } pass_debris_ownership = { owner = event_target:salvager_enclave_country } } change_variable = { which = salvage_commission_debris_taken value = 1 } } #Wrap-up country_event = { id = enclave.341 } #Post-sales thanks country_event = { id = enclave.365 days = 60 random = 30 #based on DEBRIS_RESEARCH_TIME } } } } option = { name = TOOPOOR trigger = { has_country_flag = salvage_commission_available #includes opinion check resource_stockpile_compare = { resource = energy value < 400 } } hidden_effect = { country_event = { id = enclave.305 } } } option = { name = GOODBYE default_hide_option = yes } after = { hidden_effect = { remove_country_flag = salvage_commission_available } } } # Salvager Enclave: THANKS FOR PURCHASE (Salvage Commission) country_event = { id = enclave.341 base = enclave.305 desc_clear = yes desc = enclave.341.desc } # Salvager Enclave: SORRY, NO CAN DO (Salvage Commission) country_event = { id = enclave.342 base = enclave.305 desc_clear = yes desc = enclave.342.desc } # Salvager Enclave: SALVAGER INSIGHT empire modifier # This = player country; event_target:salvager_enclave_country = enclave country country_event = { id = enclave.345 base = enclave.305 desc_clear = yes option_clear = yes desc = enclave.345.desc immediate = { #Set a scaling multiplier based on years passed if = { limit = { mid_game_years_passed < 0 } set_variable = { which = salvager_insight_cost_mult value = 1.25 } } else_if = { limit = { end_game_years_passed < 0 } set_variable = { which = salvager_insight_cost_mult value = 1 } } else = { set_variable = { which = salvager_insight_cost_mult value = 0.75 } } #Cap the cost at 3k energy (pop_amount * @SalvagerInsightEnergyCost * salvager_insight_cost_mult) if = { limit = { OR = { AND = { mid_game_years_passed < 0 pop_amount > 15000 } AND = { end_game_years_passed < 0 pop_amount > 20000 } AND = { end_game_years_passed >= 0 pop_amount > 28000 } } } set_variable = { which = salvager_insight_pop_value_var value = 200 } } else = { #Fetch pop_amount as a variable, then multiply by salvager_insight_cost_mult export_trigger_value_to_variable = { trigger = pop_amount variable = salvager_insight_pop_value_var } multiply_variable = { which = salvager_insight_pop_value_var value = salvager_insight_cost_mult } divide_variable = { which = salvager_insight_pop_value_var # Correction from old pop_amount to pop_amount value = 100 } round_variable_to_closest = { which = salvager_insight_pop_value_var value = 10 } } #Flip the positive value into a cost (separate variable, to allow stockpile comparisons) set_variable = { which = salvager_insight_pop_cost_var value = salvager_insight_pop_value_var } multiply_variable = { which = salvager_insight_pop_cost_var value = -1 } } #Back to menu option = { name = enclave.345.a hidden_effect = { country_event = { id = enclave.305 } } } option = { name = DEAL allow = { event_target:salvager_enclave_country = { trust = { who = root value >= 20 } } custom_tooltip = { fail_text = salvager_insight_cooldown NOT = { has_modifier = salvager_insight } } resource_stockpile_compare = { resource = energy value >= @SalvagerInsightEnergyCost mult = salvager_insight_pop_cost_var } resource_stockpile_compare = { resource = alloys value >= @SalvagerInsightAlloyCost mult = -1 } } custom_tooltip = opinion5 add_resource = { energy = @SalvagerInsightEnergyCost mult = salvager_insight_pop_value_var } add_resource = { alloys = @SalvagerInsightAlloyCost } add_modifier = { modifier = salvager_insight years = 5 } hidden_effect = { event_target:salvager_enclave_country = { add_trust = { who = root amount = 5 } } set_country_flag = salvager_enclave_bought_salvager_insight country_event = { id = enclave.325 } # Thanks country_event = { id = enclave.346 days = 1801 } # Reminder (in 5 years, 1 day) } } option = { name = TOOPOOR trigger = { event_target:salvager_enclave_country = { trust = { who = root value >= 20 } } resource_stockpile_compare = { resource = energy value < @SalvagerInsightEnergyCost mult = salvager_insight_pop_cost_var } resource_stockpile_compare = { resource = alloys value < @SalvagerInsightAlloyCost mult = -1 } } hidden_effect = { country_event = { id = enclave.305 } } } option = { name = GOODBYE default_hide_option = yes } } # Salvager Enclave: SALVAGER INSIGHT empire modifier reminder # This = player country; event_target:salvager_enclave_country = enclave country country_event = { id = enclave.346 base = enclave.345 desc_clear = yes desc = enclave.346.desc trigger = { exists = event_target:salvager_enclave_country NOR = { is_hostile = event_target:salvager_enclave_country is_homicidal = yes } event_target:salvager_enclave_country = { trust = { who = root value >= 20 } } } } # Salvager Enclave: Master Salvager # This = player country; event_target:salvager_enclave_country = enclave country country_event = { id = enclave.350 base = enclave.305 desc_clear = yes option_clear = yes desc = { text = enclave.350.desc trigger = { event_target:salvager_enclave_country = { trust = { who = root value >= 30 } } } } desc = { text = enclave.350.desc.not_available trigger = { event_target:salvager_enclave_country = { trust = { who = root value < 30 } } } } #Back to menu option = { name = enclave.350.a hidden_effect = { country_event = { id = enclave.305 } } } option = { name = DEAL allow = { event_target:salvager_enclave_country = { trust = { who = root value >= 30 } } resource_stockpile_compare = { resource = energy value >= 2000 } resource_stockpile_compare = { resource = influence value >= 50 } } add_resource = { energy = -2000 } add_resource = { influence = -50 } custom_tooltip = opinion10 custom_tooltip = master_salvager_explanation if = { limit = { has_paragon_dlc = yes is_gestalt = no } custom_tooltip = unlocks_salvager_council_position } hidden_effect = { event_target:salvager_enclave_country = { add_trust = { who = root amount = 10 } species = { save_event_target_as = salvager_species } } create_master_salvager_effect = yes country_event = { id = enclave.325 } # Post-Sale Message } } option = { name = TOOPOOR trigger = { event_target:salvager_enclave_country = { trust = { who = root value >= 30 } } resource_stockpile_compare = { resource = energy value < 2000 } resource_stockpile_compare = { resource = influence value <= 50 } } hidden_effect = { country_event = { id = enclave.305 } } } option = { name = GOODBYE default_hide_option = yes } } # Salvager Enclave: Scrap Delivery # This = player country; event_target:salvager_enclave_country = enclave country country_event = { id = enclave.360 title = enclave.360.name desc = { trigger = { NOR = { has_country_flag = salvager_enclave_scrapping_organic has_country_flag = salvager_scrap_bonus_engineering has_country_flag = salvager_scrap_bonus_physics is_machine_empire = yes } } text = enclave.360.a.desc } desc = { trigger = { NOR = { has_country_flag = salvager_enclave_scrapping_organic has_country_flag = salvager_scrap_bonus_engineering has_country_flag = salvager_scrap_bonus_physics } } text = enclave.360.b.desc } desc = { trigger = { NOT = { has_country_flag = salvager_enclave_scrapping_organic } OR = { has_country_flag = salvager_scrap_bonus_engineering has_country_flag = salvager_scrap_bonus_physics } } text = enclave.360.c.desc } desc = { trigger = { has_country_flag = salvager_enclave_scrapping_organic NOR = { has_country_flag = salvager_scrap_bonus_engineering has_country_flag = salvager_scrap_bonus_physics } } text = enclave.360.d.desc } desc = { trigger = { has_country_flag = salvager_enclave_scrapping_organic OR = { has_country_flag = salvager_scrap_bonus_engineering has_country_flag = salvager_scrap_bonus_physics } } text = enclave.360.e.desc } picture = GFX_evt_salvager_enclave_disassembly show_sound = evn_ove_salvager_enclave_disassembly is_triggered_only = yes immediate = { random_list = { 3 = { } 2 = { set_country_flag = salvager_scrap_bonus_engineering } 1 = { set_country_flag = salvager_scrap_bonus_physics } } } option = { trigger = { NOR = { has_country_flag = salvager_scrap_bonus_engineering has_country_flag = salvager_scrap_bonus_physics } } name = EXCELLENT add_resource = { alloys = 1 mult = scrap_value_due } if = { limit = { has_country_flag = salvager_enclave_scrapping_organic } add_resource = { food = @ScrapTier1Food } set_country_flag = salvager_enclave_has_scrapped_organic #Used to flavour greetings texts remove_country_flag = salvager_enclave_scrapping_organic } } option = { trigger = { has_country_flag = salvager_scrap_bonus_engineering } name = EXCELLENT add_resource = { alloys = 1 mult = scrap_value_due } if = { limit = { has_country_flag = salvager_enclave_scrapping_organic } add_resource = { food = @ScrapTier1Food } set_country_flag = salvager_enclave_has_scrapped_organic #Used to flavour greetings texts remove_country_flag = salvager_enclave_scrapping_organic } add_monthly_resource_mult = { resource = engineering_research value = @tier3researchreward min = @tier3researchmin max = @tier3researchmax } } option = { trigger = { has_country_flag = salvager_scrap_bonus_physics } name = EXCELLENT add_resource = { alloys = 1 mult = scrap_value_due } if = { limit = { has_country_flag = salvager_enclave_scrapping_organic } add_resource = { food = @ScrapTier1Food } set_country_flag = salvager_enclave_has_scrapped_organic #Used to flavour greetings texts remove_country_flag = salvager_enclave_scrapping_organic } add_monthly_resource_mult = { resource = physics_research value = @tier2researchreward min = @tier2researchmin max = @tier2researchmax } } after = { hidden_effect = { remove_country_flag = salvager_scrap_bonus_engineering remove_country_flag = salvager_scrap_bonus_physics } } } # Salvager Enclave: Commissioned Salvage Delivery # This = player country; event_target:salvager_enclave_country = enclave country country_event = { id = enclave.365 title = enclave.365.name desc = enclave.365.desc picture = GFX_evt_salvager_enclave_disassembly show_sound = evn_ove_salvager_enclave_disassembly is_triggered_only = yes immediate = { remove_country_flag = salvager_enclave_salvage_commission_active } option = { name = enclave.365.a trigger = { is_gestalt = no NOR = { is_xenophobe = yes has_valid_civic = civic_barbaric_despoilers } } } option = { name = enclave.365.b trigger = { is_gestalt = no OR = { is_xenophobe = yes has_valid_civic = civic_barbaric_despoilers } } } option = { name = CURIOUS trigger = { is_gestalt = yes } } option = { name = enclave.365.d trigger = { event_target:salvager_enclave_country = { trust = { who = root value >= 20 } } count_available_debris = { count > 0 } } hidden_effect = { country_event = { id = enclave.340 } # Commission Salvage } } after = { custom_tooltip = enclave.365.tt if = { limit = { check_variable = { which = salvage_commission_debris_taken value > 2 } } add_resource = { engineering_research = @SalvageTier3Tech } add_resource = { alloys = @SalvageTier2Alloys } } else_if = { limit = { check_variable = { which = salvage_commission_debris_taken value = 2 } } add_resource = { engineering_research = @SalvageTier2Tech } add_resource = { alloys = @SalvageTier1Alloys } } else = { add_resource = { engineering_research = @SalvageTier1Tech } add_resource = { minerals = @SalvageTier1Minerals } } } } # Salvager Enclave Destroyed (HIDDEN) country_event = { id = enclave.370 hide_window = yes is_triggered_only = yes trigger = { owner = { is_country_type = enclave has_country_flag = salvager_enclave_country FROMFROM = { is_ship_size = enclave_salvager_station } } } immediate = { FROMFROM = { solar_system = { save_event_target_as = salvager_system } } FROM = { country_event = { id = enclave.375 } save_event_target_as = salvager_destroyer } observer_event = { id = observer.90 } every_country = { limit = { has_communications = ROOT NOT = { is_country = event_target:salvager_destroyer } is_country_type = default } country_event = { id = enclave.380 } } } } # Salvager Enclave Destroyed (Destroyer) country_event = { id = enclave.375 title = "enclave.375.name" desc = "enclave.375.desc" picture = GFX_evt_space_debris location = event_target:salvager_system show_sound = event_ship_bridge is_triggered_only = yes immediate = { set_country_flag = destroyed_salvager # Achievement } option = { name = EXCELLENT add_resource = { alloys = 7000 energy = 1500 } } } # Salvager Enclave Destroyed country_event = { id = enclave.380 title = "enclave.375.name" desc = "enclave.380.desc" picture = GFX_evt_space_debris location = event_target:salvager_system show_sound = event_ship_bridge is_triggered_only = yes option = { name = UNFORTUNATE } } # Revoke Master Salvager upon attacking the Salvagers # via on_entering_battle | from = attacked country (Salvagers) country_event = { id = enclave.390 hide_window = yes is_triggered_only = yes trigger = { exists = event_target:salvager_enclave_country from = { is_same_value = event_target:salvager_enclave_country } any_owned_leader = { has_leader_flag = master_salvager } NOT = { has_country_flag = attacked_salvagers } } immediate = { set_country_flag = attacked_salvagers random_owned_leader = { limit = { has_leader_flag = master_salvager } leader_event = { id = enclave.8000 days = 5 scopes = { FROM = event_target:salvager_enclave_country } } } } } ######################## # SHROUDWALKER ENCLAVES ######################## # Shroudwalker Enclave Greetings: Gatekeeper event # Via on_custom_diplomacy | this = target country (player); from = country being contacted country_event = { id = enclave.400 hide_window = yes is_triggered_only = yes trigger = { from = { is_country_type = enclave has_country_flag = shroudwalker_enclave_country } NOT = { has_active_event = { enclave.405 #GREETINGS enclave.410 #DIVINATION SALES enclave.415 #DIVINATION RITUAL enclave.416 #DIVINATION RITUAL FINISHED enclave.420 #SHROUD BEACON Building enclave.425 #BEACON Thanks origin.5605 #Teachers of the Shroud Origin Intro origin.5615 #Entrance via Shroud Tunnel } } } immediate = { if = { limit = { NOT = { exists = event_target:shroudwalker_enclave_country } } from = { save_global_event_target_as = shroudwalker_enclave_country } } country_event = { id = enclave.405 } } } # Post-First Contact setup # from = First Contact site owner country_event = { id = enclave.404 hide_window = yes is_triggered_only = yes immediate = { if = { limit = { from = { NOT = { has_country_flag = shroudwalker_enclave_country } } } from = { country_event = { id = enclave.405 } } } else = { fromfrom = { country_event = { id = enclave.405 } } } } } # Shroudwalker Enclave: GREETINGS # This = player country; event_target:shroudwalker_enclave_country = enclave country country_event = { id = enclave.405 title = enclave.405.name location = event_target:shroudwalker_enclave_system # First-time greetings desc = { trigger = { shroudwalker_no_dialog = no NOR = { has_country_flag = shroudwalker_enclave_diplomacy_engaged has_psionic_ascension = yes } } text = enclave.405.generic.a.desc } desc = { trigger = { shroudwalker_no_dialog = no NOT = { has_country_flag = shroudwalker_enclave_diplomacy_engaged } has_psionic_ascension = yes } text = enclave.405.psionic.a.desc } # Return visit greetings desc = { trigger = { shroudwalker_no_dialog = no has_country_flag = shroudwalker_enclave_diplomacy_engaged has_psionic_ascension = no } text = enclave.405.generic.n.desc text = enclave.405.generic.o.desc text = enclave.405.generic.p.desc } desc = { trigger = { shroudwalker_no_dialog = no has_country_flag = shroudwalker_enclave_diplomacy_engaged has_psionic_ascension = yes } text = enclave.405.psionic.n.desc text = enclave.405.psionic.o.desc } # Hostile greeting desc = { trigger = { OR = { is_homicidal = yes is_hostile = event_target:shroudwalker_enclave_country } } text = enclave.405.hostile.a.desc } # Mindwardens greeting desc = { trigger = { has_origin = origin_mindwardens NOR = { is_homicidal = yes is_hostile = event_target:shroudwalker_enclave_country has_covenant_with_end_of_the_cycle = yes } } text = enclave.405.desc.mindwardens } # Trusted by Mindwardens greeting desc = { trigger = { exists = event_target:mindwarden_enclave_country event_target:mindwarden_enclave_country = { trust = { who = prev value >= 100 } } NOR = { is_homicidal = yes is_hostile = event_target:shroudwalker_enclave_country has_origin = origin_mindwardens has_covenant_with_end_of_the_cycle = yes } } text = enclave.405.desc.mindwardens_trust } # EotC greeting desc = { trigger = { has_covenant_with_end_of_the_cycle = yes NOR = { is_homicidal = yes is_hostile = event_target:shroudwalker_enclave_country } } text = enclave.405.desc.end_of_the_cycle } is_triggered_only = yes diplomatic = yes custom_gui = "enclave_artist_window" custom_gui_option = "enclave_artist_option" picture_event_data = { portrait = event_target:shroudwalker_enclave_country room = shroudwalkers_room } immediate = { if = { limit = { NOR = { has_country_flag = shroudwalker_enclave_diplomacy_engaged is_homicidal = yes } } every_system = { limit = { has_star_flag = shroudwalker_enclave_system } root = { set_visited = prev } } } } # Mastery of the Shroud - SotS option = { name = enclave.405.i trigger = { shroudwalker_no_dialog = no has_shroud_dlc = yes has_country_flag = breached_shroud has_patron_relation = { patron = any contact = completed } } hidden_effect = { country_event = { id = shroud.5300 } } } # Purchase Divination option = { name = enclave.405.a trigger = { shroudwalker_no_dialog = no } allow = { custom_tooltip = { fail_text = shroudwalker_divination_cooldown has_active_shroudwalker_divination = no } custom_tooltip = { fail_text = shroudwalker_divination_cooldown_two NOT = { has_country_flag = divination_purchase } } } hidden_effect = { country_event = { id = enclave.410 } } } # Purchase their aid option = { name = enclave.405.b trigger = { shroudwalker_no_dialog = no } allow = { custom_tooltip = { fail_text = shroudwalker_teacher_cooldown_tt NOT = { has_country_flag = shroudwalker_teacher_cooldown } } custom_tooltip = { fail_text = shroudwalker_teacher_already_bought NOT = { any_owned_leader = { has_leader_flag = shroudwalker_teacher } } } custom_tooltip = { fail_text = shroudwalker_teacher_conflicted_leader NOT = { any_owned_leader = { has_leader_flag = mindwarden_commander } } } } hidden_effect = { country_event = { id = enclave.7100 } } } # Purchase information about enemies option = { name = enclave.405.c trigger = { shroudwalker_no_dialog = no has_nemesis = yes event_target:shroudwalker_enclave_country = { trust = { who = root value >= 10 } } } allow = { custom_tooltip = { fail_text = shroudwalker_insight_cooldown_tt NOT = { has_country_flag = shroudwalker_insight_cooldown } } custom_tooltip = { fail_text = enclave.405.c.tt event_target:shroudwalker_enclave_country = { trust = { who = root value >= 20 } } } custom_tooltip = { fail_text = enclave.405.c.tt.2 has_active_spynetwork = yes any_spynetwork = { owner = { is_same_value = root } target = { is_country_type = default } } } } hidden_effect = { country_event = { id = enclave.7050 } } } # Purchase Shroud Beacon option = { name = enclave.405.d trigger = { shroudwalker_no_dialog = no NOT = { has_country_flag = shroudwalker_enclave_bought_shroud_beacon } } allow = { custom_tooltip = { fail_text = enclave.405.d.tt event_target:shroudwalker_enclave_country = { trust = { who = root value >= 30 } } } } hidden_effect = { country_event = { id = enclave.420 } } } # Purchase zro extraction technology option = { name = enclave.405.e trigger = { shroudwalker_no_dialog = no NOR = { has_technology = tech_mine_zro has_country_flag = purchased_zro_tech } event_target:shroudwalker_enclave_country = { trust = { who = root value >= 30 } } } allow = { custom_tooltip = { fail_text = enclave.405.e.tt event_target:shroudwalker_enclave_country = { trust = { who = root value >= 50 } } } } hidden_effect = { country_event = { id = enclave.7250 } } } # Open an Astral Rift - SotS option = { name = enclave.405.g trigger = { shroudwalker_no_dialog = no NOT = { has_country_flag = psionic_rift_help_received } has_shroud_dlc = yes has_astral_planes_dlc = yes has_technology = tech_rift_sphere event_target:shroudwalker_enclave_country = { trust = { who = root value >= 30 } } } allow = { custom_tooltip = { fail_text = enclave.405.g.tt event_target:shroudwalker_enclave_country = { trust = { who = root value >= 50 } } } } hidden_effect = { country_event = { id = shroud.5355 } } } # Psionic Theory - SotS option = { name = enclave.405.h trigger = { shroudwalker_no_dialog = no NOR = { has_country_flag = psionic_theory_help_received has_technology = tech_psionic_theory } has_cybernetic_ascension = no has_genetic_ascension = no has_synthetic_ascension = no has_shroud_dlc = yes event_target:shroudwalker_enclave_country = { trust = { who = root value >= 60 } } } allow = { if = { limit = { has_technology = tech_psionic_theory } custom_tooltip = { always = no fail_text = shroud.5350.trigger_failed } } else = { custom_tooltip = { fail_text = enclave.405.h.tt event_target:shroudwalker_enclave_country = { trust = { who = root value >= 90 } } } } } hidden_effect = { country_event = { id = shroud.5350 } } } # Ask about the Many-Striped Guest (Jaunted Traveler event chain) option = { name = enclave.405.f trigger = { has_country_flag = knows_jaunting_traveler_story NOT = { has_country_flag = jaunted_traveler_secret_revealed } } hidden_effect = { country_event = { id = enclave.7110 } } } # Cease dialog option = { name = GOODBYE trigger = { shroudwalker_no_dialog = no } default_hide_option = yes } # No dialog option = { name = DOTDOTDOT trigger = { hidden_trigger = { shroudwalker_no_dialog = yes } } } after = { hidden_effect = { set_country_flag = shroudwalker_enclave_diplomacy_engaged } } } # Shroudwalker Enclave: DIVINATION SALES # This = player country; event_target:shroudwalker_enclave_country = enclave country country_event = { id = enclave.410 base = enclave.405 desc_clear = yes option_clear = yes desc = enclave.410.desc immediate = { #Set a scaling multiplier based on years passed if = { limit = { mid_game_years_passed < 0 } set_variable = { which = divination_cost_mult value = 1.4 } } else_if = { limit = { end_game_years_passed < 0 } set_variable = { which = divination_cost_mult value = 1 } } else = { set_variable = { which = divination_cost_mult value = 0.7 } } #Cap the cost at 9k energy (pop_amount * @DivinationEnergyCost * divination_cost_mult) if = { limit = { OR = { AND = { mid_game_years_passed < 0 pop_amount > 21000 } AND = { end_game_years_passed < 0 pop_amount > 30000 } AND = { end_game_years_passed >= 0 pop_amount > 42000 } } } set_variable = { which = divination_pop_value_var value = 300 } } else = { #Fetch pop_amount as a variable, then multiply by divination_cost_mult export_trigger_value_to_variable = { trigger = pop_amount variable = divination_pop_value_var } multiply_variable = { which = divination_pop_value_var value = divination_cost_mult } divide_variable = { which = divination_pop_value_var value = 2 } divide_variable = { which = divination_pop_value_var # Correction from old pop_amount to pop_amount value = 100 } round_variable_to_closest = { which = divination_pop_value_var value = 10 } } #Flip the positive value into a cost (separate variable, to allow stockpile comparisons) set_variable = { which = divination_pop_cost_var value = divination_pop_value_var } multiply_variable = { which = divination_pop_cost_var value = -1 } } #Back to menu option = { name = enclave.410.a hidden_effect = { country_event = { id = enclave.405 } } } #Purchase Divination option = { name = enclave.410.b allow = { custom_tooltip = { fail_text = shroudwalker_divination_cooldown has_active_shroudwalker_divination = no } custom_tooltip = { fail_text = shroudwalker_divination_cooldown_two NOT = { has_country_flag = divination_purchase } } resource_stockpile_compare = { resource = influence value >= @DivinationInfluenceCost mult = -1 } resource_stockpile_compare = { resource = energy value >= @DivinationEnergyCost mult = divination_pop_cost_var } } custom_tooltip = opinion10 add_resource = { influence = @DivinationInfluenceCost } add_resource = { energy = @DivinationEnergyCost mult = divination_pop_value_var } hidden_effect = { event_target:shroudwalker_enclave_country = { add_trust = { who = root amount = 10 } } set_timed_country_flag = { flag = divination_purchase days = 180 } set_saved_date = { key = shroudwalker_divination_timer days_from_present = 180 expires = 180 } country_event = { id = enclave.415 } } } option = { name = GOODBYE default_hide_option = yes } } # Shroudwalker Enclave: DIVINATION RITUAL # This = player country; event_target:shroudwalker_enclave_country = enclave country country_event = { id = enclave.415 base = enclave.405 desc_clear = yes desc = enclave.415.desc option_clear = yes option = { name = DOTDOTDOT custom_tooltip = enclave.415.tt hidden_effect = { country_event = { id = enclave.4100 days = 10 } } } } # Shroudwalker Enclave: DIVINATION RITUAL FINISHED situation_event = { id = enclave.416 title = enclave.416.name desc = enclave.416.desc is_triggered_only = yes diplomatic = yes custom_gui = "enclave_artist_window" custom_gui_option = "enclave_artist_option" picture_event_data = { portrait = event_target:shroudwalker_enclave_country room = shroudwalkers_room } option = { name = DOTDOTDOT } after = { destroy_situation = this } } # Shroudwalker Enclave: SHROUD BEACON starbase building # This = player country; event_target:shroudwalker_enclave_country = enclave country country_event = { id = enclave.420 base = enclave.405 desc_clear = yes option_clear = yes desc = enclave.420.desc #Back to menu option = { name = enclave.420.a hidden_effect = { country_event = { id = enclave.405 } } } #Buy Shroud Beacon option = { name = enclave.420.b trigger = { NOT = { has_country_flag = shroudwalker_enclave_bought_shroud_beacon } } allow = { event_target:shroudwalker_enclave_country = { trust = { who = root value >= 40 } } resource_stockpile_compare = { resource = energy value >= 800 } } add_resource = { energy = -800 } custom_tooltip = opinion10 custom_tooltip = shroud_beacon_info hidden_effect = { event_target:shroudwalker_enclave_country = { add_trust = { who = root amount = 10 } set_country_flag = shroud_beacon@root } set_country_flag = shroudwalker_enclave_bought_shroud_beacon country_event = { id = enclave.425 } } } option = { name = TOOPOOR trigger = { resource_stockpile_compare = { resource = energy value < 800 } } hidden_effect = { country_event = { id = enclave.405 } } } option = { name = GOODBYE default_hide_option = yes } } # Shroudwalker Enclave: THANKS (Shroud Beacon) # This = player country; event_target:shroudwalker_enclave_country = enclave country country_event = { id = enclave.425 base = enclave.405 desc_clear = yes desc = enclave.425.desc } # Shroudwalker Enclave Destroyed (HIDDEN) country_event = { id = enclave.430 hide_window = yes is_triggered_only = yes trigger = { owner = { is_country_type = enclave has_country_flag = shroudwalker_enclave_country FROMFROM = { is_ship_size = enclave_shroudwalker_station } } } immediate = { FROMFROM = { solar_system = { save_event_target_as = shroudwalker_system } } FROM = { country_event = { id = enclave.435 } save_event_target_as = shroudwalker_destroyer } observer_event = { id = observer.95 } every_country = { limit = { has_communications = ROOT NOT = { is_country = event_target:shroudwalker_destroyer } is_country_type = default } country_event = { id = enclave.440 } } every_country = { limit = { has_modifier = shroudwalker_zro_tithe } remove_modifier = shroudwalker_zro_tithe } } } # Shroudwalker Enclave Destroyed (Destroyer) country_event = { id = enclave.435 title = "enclave.435.name" desc = "enclave.435.desc" picture = GFX_evt_space_debris location = event_target:shroudwalker_system show_sound = event_ship_bridge is_triggered_only = yes immediate = { set_country_flag = destroyed_shroudwalkers # Achievement if = { limit = { has_origin = origin_shroudwalker_apprentice } set_country_flag = non_prophet_organization_achievement } } option = { name = EXCELLENT add_resource = { unity = 10000 sr_zro = 500 } } } # Shroudwalker Enclave Destroyed country_event = { id = enclave.440 title = "enclave.435.name" desc = "enclave.440.desc" picture = GFX_evt_space_debris location = event_target:shroudwalker_system show_sound = event_ship_bridge is_triggered_only = yes option = { name = UNFORTUNATE } } #################################### # SHROUDWALKER SERVICE SETUP EVENTS #################################### ### DIVINATIONS ### # Divination setup country_event = { id = enclave.4100 hide_window = yes is_triggered_only = yes trigger = { exists = event_target:shroudwalker_enclave_country } immediate = { random_list = { 5 = { modifier = { factor = 0.2 has_country_flag = recent_divination_locus } start_situation = { type = divination_locus } set_timed_country_flag = { flag = recent_divination_locus years = 20 } } 5 = { modifier = { factor = 0.2 has_country_flag = recent_divination_visitors } start_situation = { type = divination_visitors } set_timed_country_flag = { flag = recent_divination_visitors years = 20 } } } } } # "Dismembered Cloud" setup situation_event = { id = enclave.4150 hide_window = yes is_triggered_only = yes trigger = { NOT = { has_situation_flag = divination_occurring } owner = { exists = federation has_federation = yes federation = { OR = { has_federation_type = default_federation has_federation_type = research_federation } NOT = { has_federation_flag = dismembered_cloud_complete } NOT = { has_federation_flag = recent_or_current_dismembered_cloud } any_member = { is_at_war = no has_technology = tech_sensors_2 } NOT = { any_member = { has_event_chain = dismembered_cloud_chain } } } count_owned_ship = { limit = { is_ship_class = shipclass_science_ship } count > 0 } } } immediate = { set_situation_flag = divination_occurring owner = { random_owned_ship = { limit = { is_ship_class = shipclass_science_ship } ship_event = { id = federations3.2000 } } } } } # "A Most Irritating Envoy" setup situation_event = { id = enclave.4151 hide_window = yes is_triggered_only = yes trigger = { NOT = { has_situation_flag = divination_occurring } owner = { NOR = { is_gestalt = yes is_fanatic_egalitarian = yes has_country_flag = recent_envoy_event } any_relation = { is_harming_relations_with = root any_envoy = { has_envoy_task = { task = harm_relations target = root } } is_gestalt = no NOT = { has_country_flag = recent_envoy_event } } any_pop_faction = { NOT = { is_pop_faction_type = progressive } NOT = { is_pop_faction_type = prosperity } NOT = { is_pop_faction_type = xenoist } is_owner_ethic_pop_faction = yes } } } immediate = { set_situation_flag = divination_occurring owner = { country_event = { id = envoy_events.5 } } } } ### SHROUD BEACON/TUNNEL ### # Shroud Beacon Constructed - Shroud Tunnel Established country_event = { id = enclave.4200 title = "enclave.4200.name" desc = "enclave.4200.desc" picture = GFX_evt_shroud_tunnel show_sound = evn_ove_shroud_tunnel location = FROM is_triggered_only = yes trigger = { NOT = { has_origin = origin_shroudwalker_apprentice has_country_flag = built_first_shroud_tunnel } any_owned_starbase = { has_starbase_building = shroud_beacon } } immediate = { owner = { set_country_flag = built_first_shroud_tunnel add_seen_bypass_type = shroud_tunnel } } option = { name = EXCELLENT } } # Shroudwalkers Depart - Gatekeeper event country_event = { id = enclave.4239 hide_window = yes is_triggered_only = yes trigger = { has_crisis = yes #Contingency, Extradimensionals or Prethoryn NOR = { has_global_flag = shroudwalkers_departed has_global_flag = marauder_crisis_ongoing #Khan has_global_flag = gray_goo_crisis_active #Gray Tempest crisis_happened_and_defeated = yes #Contingency, Extradimensionals or Prethoryn } any_country = { is_country_type = enclave has_country_flag = shroudwalker_enclave_country } } immediate = { every_country = { limit = { has_origin = origin_shroudwalker_apprentice is_country_type = default # probably there is a need in checking if country has "Teachers of the Shroud" origin } country_event = { id = enclave.4240 } } } after = { every_country = { limit = { is_country_type = enclave has_country_flag = shroudwalker_enclave_country } destroy_country = yes } set_global_flag = shroudwalkers_departed } } # Shroudwalkers Depart - Crisis Event country_event = { id = enclave.4240 title = "enclave.4240.name" desc = "enclave.4240.desc" diplomatic = yes custom_gui = "enclave_artist_window" custom_gui_option = "enclave_artist_option" picture_event_data = { portrait = event_target:shroudwalker_enclave_country room = shroudwalkers_room } is_triggered_only = yes option = { name = "enclave.4240.a" add_modifier = { modifier = "shroudwalkers_depart_reverence" years = 20 } } option = { name = "enclave.4240.b" add_modifier = { modifier = "shroudwalkers_depart_anger" years = 20 } } after = { add_resource = { sr_zro = 50 } } } # Shroudwalkers Depart - You are the Crisis - Teachers' Warning country_event = { id = enclave.4243 title = "enclave.4243.name" desc = "enclave.4243.desc" diplomatic = yes custom_gui = "enclave_artist_window" custom_gui_option = "enclave_artist_option" picture_event_data = { portrait = event_target:shroudwalker_enclave_country room = shroudwalkers_room } is_triggered_only = yes trigger = { has_origin = origin_shroudwalker_apprentice has_crisis_level = crisis_level_2 exists = event_target:shroudwalker_enclave_country NOR = { has_country_flag = teachers_warning has_global_flag = marauder_crisis_ongoing #Khan has_global_flag = gray_goo_crisis_active #Gray Tempest } } immediate = { set_country_flag = teachers_warning } option = { name = "enclave.4243.a" } option = { name = "enclave.4243.b" } } # Shroudwalkers Depart - You are the Crisis - Gatekeeper event country_event = { id = enclave.4244 hide_window = yes is_triggered_only = yes trigger = { has_crisis_level = crisis_level_5 exists = event_target:shroudwalker_enclave_country NOR = { has_global_flag = shroudwalkers_departed has_global_flag = marauder_crisis_ongoing #Khan has_global_flag = gray_goo_crisis_active #Gray Tempest crisis_happened_and_defeated = yes #Contingency, Extradimensionals or Prethoryn } any_country = { is_country_type = enclave has_country_flag = shroudwalker_enclave_country } } immediate = { every_country = { limit = { has_origin = origin_shroudwalker_apprentice is_country_type = default } country_event = { id = enclave.4245 } } } after = { every_country = { limit = { is_country_type = enclave has_country_flag = shroudwalker_enclave_country } destroy_country = yes } set_global_flag = shroudwalkers_departed } } # Shroudwalkers Depart - You are the Crisis - Teachers' Farewell country_event = { id = enclave.4245 title = "enclave.4245.name" desc = "enclave.4245.desc" diplomatic = yes custom_gui = "enclave_artist_window" custom_gui_option = "enclave_artist_option" picture_event_data = { portrait = event_target:shroudwalker_enclave_country room = shroudwalkers_room } is_triggered_only = yes option = { name = "enclave.4245.a" add_modifier = { modifier = "shroudwalkers_depart_reverence" years = 20 } } option = { name = "enclave.4245.b" add_modifier = { modifier = "shroudwalkers_depart_anger" years = 20 } } after = { add_resource = { sr_zro = 50 } if = { limit = { has_origin = origin_shroudwalker_apprentice } set_country_flag = non_prophet_organization_achievement } } } ## Psionic Breach - Shroud Tunnel Event ## fleet_event = { id = enclave.4250 title = "enclave.4250.name" desc = "enclave.4250.desc" picture = GFX_evt_vortex is_triggered_only = yes trigger = { owner = { NOT = { has_country_flag = psionic_breach } } } immediate = { owner = { set_country_flag = psionic_breach } create_ambient_object = { type = "psi_storm_1" location = from } create_country = { name = "NAME_Psionic_Avatar_Country" type = faction } last_created_country = { set_country_flag = avatar_country create_fleet = { name = "NAME_Psionic_Avatar" settings = { can_upgrade = no can_change_composition = no can_change_leader = no uses_naval_capacity = no spawn_debris = no is_boss = yes } effect = { set_owner = PREV set_fleet_flag = avatar_fleet create_ship = { name = "NAME_Avatar" design = "NAME_Shroud_Avatar" prefix = no upgradable = no } set_location = last_created_ambient_object } } } } option = { name = "enclave.4250.a" trigger = { owner = { NOR = { is_spiritualist = yes is_militarist = yes is_pacifist = yes } } } } option = { name = "enclave.4250.b" trigger = { owner = { is_spiritualist = yes } } } option = { name = "enclave.4250.c" trigger = { owner = { is_militarist = yes } } } option = { name = "enclave.4250.d" trigger = { owner = { is_pacifist = yes } } } } #################### # DIVINATION EVENTS #################### #All Too Lucid situation_event = { id = enclave.5000 hide_window = yes is_triggered_only = yes trigger = { NOT = { has_situation_flag = divination_occurring } owner = { is_ai = no is_gestalt = no is_individual_machine = no NOT = { has_country_flag = too_lucid_flag } pop_amount > 400 count_owned_planet = { count > 1 limit = { is_colony = yes } } } } immediate = { set_situation_flag = divination_occurring owner = { random_owned_planet = { limit = { is_capital = no is_under_colonization = no } planet_event = { id = enclave.5005 } } } } } planet_event = { id = enclave.5005 title = "enclave.5005.name" desc = { trigger = { hidden:owner = { switch = { trigger = is_species_class HUM = { text = "enclave.5005a.desc" } MAM = { text = "enclave.5005a.desc" } LITHOID = { text = "enclave.5005b.desc" } PLANT = { text = "enclave.5005c.desc" } FUN = { text = "enclave.5005d.desc" } REP = { text = "enclave.5005e.desc" } AVI = { text = "enclave.5005e.desc" } MOL = { text = "enclave.5005f.desc" } ART = { text = "enclave.5005g.desc" } NECROID = { text = "enclave.5005h.desc" } AQUATIC = { text = "enclave.5005e.desc" } TOX = { text = "enclave.5005a.desc" } default = { text = "enclave.5005a.desc" } } } } } picture = GFX_evt_zro_4 situation = from #this will only do anything if from is actually a situation show_sound = event_default location = ROOT is_triggered_only = yes pre_triggers = { has_owner = yes is_homeworld = no original_owner = yes has_ground_combat = no is_capital = no } immediate = { owner = { set_country_flag = too_lucid_flag } set_planet_flag = colony_event } option = { name = enclave.5005.a planet_event = { id = enclave.5010 days = 60 random = 20 } add_modifier = { modifier = too_lucid_00 days = -1 } } } planet_event = { id = enclave.5010 title = "enclave.5010.name" desc = "enclave.5010.desc" picture = GFX_evt_news_room show_sound = event_default location = ROOT immediate = { remove_modifier = too_lucid_00 } trigger = { original_owner = yes } is_triggered_only = yes option = { name = enclave.5010.a planet_event = { id = enclave.5025 days = 60 random = 30 } add_modifier = { modifier = too_lucid_01 days = -1 } } option = { name = enclave.5010.b enable_special_project = { name = "TO_DREAM_PROJECT_01" location = this owner = root } add_modifier = { modifier = too_lucid_00 days = -1 } } } planet_event = { id = enclave.5015 title = "enclave.5015.name" desc = "enclave.5015.desc" picture = GFX_evt_vivisection show_sound = event_default location = ROOT trigger = { original_owner = yes } is_triggered_only = yes option = { name = UNDERSTOOD enable_special_project = { name = "TO_DREAM_PROJECT_02" location = this owner = root } } } planet_event = { id = enclave.5020 title = "enclave.5020.name" desc = { trigger = { hidden:owner = { switch = { trigger = is_species_class HUM = { text = "enclave.5020a.desc" } MAM = { text = "enclave.5020a.desc" } LITHOID = { text = "enclave.5020b.desc" } PLANT = { text = "enclave.5020c.desc" } FUN = { text = "enclave.5020d.desc" } REP = { text = "enclave.5020e.desc" } AVI = { text = "enclave.5020e.desc" } MOL = { text = "enclave.5020f.desc" } ART = { text = "enclave.5020g.desc" } NECROID = { text = "enclave.5020h.desc" } AQUATIC = { text = "enclave.5020e.desc" } TOX = { text = "enclave.5020a.desc" } default = { text = "enclave.5020a.desc" } } } } } picture = GFX_evt_microscopic_life show_sound = event_default location = ROOT trigger = { original_owner = yes } immediate = { remove_modifier = too_lucid_00 } is_triggered_only = yes option = { name = enclave.5020.a add_modifier = { modifier = too_lucid_02 months = 120 } } } planet_event = { id = enclave.5025 title = "enclave.5025.name" desc = "enclave.5025.desc" picture = GFX_evt_emergency_workers show_sound = event_default location = ROOT immediate = { remove_modifier = too_lucid_01 } trigger = { original_owner = yes } is_triggered_only = yes option = { name = enclave.5025.a planet_event = { id = enclave.5030 days = 60 random = 30 } add_modifier = { modifier = too_lucid_03 months = 120 } } } planet_event = { id = enclave.5030 title = "enclave.5030.name" desc = "enclave.5030.desc" picture = GFX_evt_vivisection show_sound = event_default location = ROOT trigger = { original_owner = yes } is_triggered_only = yes option = { name = UNDERSTOOD planet_event = { id = enclave.5035 days = 60 random = 30 } } } planet_event = { id = enclave.5035 title = "enclave.5035.name" desc = "enclave.5035.desc" picture = GFX_evt_burning_city show_sound = event_default location = ROOT trigger = { original_owner = yes } is_triggered_only = yes option = { name = enclave.5035.a add_modifier = { modifier = martial_law months = 120 } } } # Shrouded situation_event = { id = enclave.5050 hide_window = yes is_triggered_only = yes trigger = { NOT = { has_situation_flag = divination_occurring } owner = { count_owned_ship = { limit = { is_ship_class = shipclass_science_ship } count > 0 } NOT = { has_country_flag = shrouded_ship } } } immediate = { set_situation_flag = divination_occurring owner = { random_owned_ship = { limit = { is_ship_class = shipclass_science_ship } ship_event = { id = enclave.5055 } } } } } ship_event = { id = enclave.5055 title = "enclave.5055.name" desc = "enclave.5055.desc" show_sound = event_mystic_reveal picture = GFX_evt_ship_travel location = event_target:shrouded_system situation = from #this will only do anything if from is actually a situation is_triggered_only = yes trigger = { exists = solar_system # ensure the vessel is e.g. not in transit owner = { NOT = { has_country_flag = shrouded_ship } } } immediate = { solar_system = { save_event_target_as = shrouded_system } owner = { set_country_flag = shrouded_ship } fleet = { if = { limit = { exists = leader } leader = { unassign_leader = this save_event_target_as = shrouded_leader exile_leader_as = shrouded_leader } } delete_fleet = this } hidden_effect = { create_point_of_interest = { id = enclave.5055.poi.1 name = "enclave.5055.poi_1" desc = "enclave.5055.poi.desc" event_chain = shrouded_ship_chain location = event_target:shrouded_system } } } option = { name = UNDERSTOOD owner = { begin_event_chain = { event_chain = shrouded_ship_chain target = this } add_event_chain_counter = { event_chain = shrouded_ship_chain counter = "shrouded_ship_discoveries" amount = 1 } event_target:shrouded_system = { enable_special_project = { name = "SHROUDED_SHIP_PROJECT" location = event_target:shrouded_system owner = root.owner } } } } } country_event = { id = enclave.5060 title = "enclave.5060.name" desc = "enclave.5060.desc" show_sound = event_mystic_reveal picture = GFX_evt_ship_in_orbit_3 location = event_target:shrouded_system is_triggered_only = yes trigger = { owner = { has_event_chain = shrouded_ship_chain } } option = { name = FASCINATING hidden_effect = { country_event = { id = enclave.5065 days = 180 } } owner = { add_event_chain_counter = { event_chain = shrouded_ship_chain counter = "shrouded_ship_discoveries" amount = 1 } add_monthly_resource_mult = { resource = physics_research value = @tier1researchreward min = @tier1researchmin max = @tier1researchmax } } } } country_event = { id = enclave.5065 title = "enclave.5065.name" desc = "enclave.5065.desc" show_sound = event_mystic_reveal picture = GFX_evt_ship_in_orbit_3 location = event_target:shrouded_system is_triggered_only = yes trigger = { owner = { has_event_chain = shrouded_ship_chain } } immediate = { create_fleet = { name = "NAME_Unshrouded_Science_Ship" effect = { set_owner = prev if = { limit = { has_first_contact_dlc = yes } create_ship_design = { design = "NAME_From_Beyond_Ship_Cloak" } } else = { create_ship_design = { design = "NAME_From_Beyond_Ship" } } create_ship = { name = "NAME_Conceptual_Ship" design = last_created_design graphical_culture = "extra_dimensional_01" prefix = no upgradable = no effect = { set_ship_flag = special_science_ship } } set_location = event_target:shrouded_system if = { limit = { exists = event_target:shrouded_leader } set_leader = event_target:shrouded_leader } } } } option = { name = "enclave.5065.a" owner = { end_event_chain = shrouded_ship_chain } } } #Rogue Shaman situation_event = { id = enclave.5070 hide_window = yes is_triggered_only = yes trigger = { NOT = { has_situation_flag = divination_occurring } owner = { is_ai = no is_gestalt = no NOR = { has_country_flag = rogue_shaman_flag has_country_flag = active_divination_event } pop_amount > 100 count_owned_planet = { count > 1 limit = { is_colony = yes } } } } immediate = { set_situation_flag = divination_occurring save_event_target_as = shaman_divination_situation owner = { set_country_flag = active_divination_event random_owned_planet = { limit = { is_capital = no } planet_event = { id = enclave.5075 } } } } } planet_event = { id = enclave.5075 title = "enclave.5075.name" desc = "enclave.5075.desc" picture = GFX_evt_shroudwalker_teachers show_sound = evn_ove_shroudwalker_apprentice location = ROOT situation = from #this will only do anything if from is actually a situation is_triggered_only = yes pre_triggers = { has_owner = yes is_homeworld = no original_owner = yes has_ground_combat = no is_capital = no } trigger = { is_under_colonization = no } immediate = { owner = { set_country_flag = rogue_shaman_flag } set_planet_flag = colony_event } option = { name = enclave.5075.a event_target:shaman_divination_situation = { add_situation_progress = 40 } hidden_effect = { planet_event = { id = enclave.5076 days = 60 random = 20 } } rogue_shaman_modifier_removal = yes add_modifier = { modifier = rogue_shaman_00 days = -1 } event_target:shroudwalker_enclave_country = { add_trust = { who = root amount = 10 } } } option = { name = enclave.5075.b event_target:shaman_divination_situation = { add_situation_progress = 15 } hidden_effect = { planet_event = { id = enclave.5080 days = 60 random = 20 } } rogue_shaman_modifier_removal = yes add_modifier = { modifier = rogue_shaman_01 days = -1 } event_target:shroudwalker_enclave_country = { add_trust = { who = root amount = -5 } } } option = { name = enclave.5075.c event_target:shaman_divination_situation = { add_situation_progress = 20 } hidden_effect = { planet_event = { id = enclave.5080 days = 60 random = 20 } } rogue_shaman_modifier_removal = yes add_modifier = { modifier = rogue_shaman_01 days = -1 } event_target:shroudwalker_enclave_country = { add_trust = { who = root amount = -10 } } } } planet_event = { id = enclave.5076 title = "enclave.5076.name" desc = "enclave.5076.desc" picture = GFX_evt_conclave show_sound = event_default location = ROOT trigger = { original_owner = yes } is_triggered_only = yes option = { event_target:shaman_divination_situation = { add_situation_progress = 25 } name = enclave.5076.a hidden_effect = { planet_event = { id = enclave.5077 days = 60 random = 30 } } } } planet_event = { id = enclave.5077 title = "enclave.5077.name" desc = "enclave.5077.desc" picture = GFX_evt_surrender show_sound = event_default location = ROOT trigger = { original_owner = yes } is_triggered_only = yes immediate = { owner = { remove_country_flag = active_divination_event } } option = { event_target:shaman_divination_situation = { add_situation_progress = 30 } name = enclave.5077.a rogue_shaman_modifier_removal = yes add_modifier = { modifier = rogue_shaman_02 days = 720 } } } planet_event = { id = enclave.5080 title = "enclave.5080.name" desc = "enclave.5080.desc" picture = GFX_evt_alien_propaganda show_sound = event_default location = ROOT trigger = { original_owner = yes } is_triggered_only = yes option = { name = enclave.5080.a event_target:shaman_divination_situation = { add_situation_progress = 25 } hidden_effect = { planet_event = { id = enclave.5076 days = 60 random = 20 } } rogue_shaman_modifier_removal = yes add_modifier = { modifier = rogue_shaman_00 days = -1 } } option = { event_target:shaman_divination_situation = { add_situation_progress = 25 } name = enclave.5080.b hidden_effect = { planet_event = { id = enclave.5081 days = 60 random = 20 } } rogue_shaman_modifier_removal = yes add_modifier = { modifier = rogue_shaman_03 days = -1 } } } planet_event = { id = enclave.5081 title = "enclave.5081.name" desc = "enclave.5081.desc" picture = GFX_evt_conclave show_sound = event_default location = ROOT trigger = { original_owner = yes } is_triggered_only = yes immediate = { remove_modifier = rogue_shaman_03 } option = { event_target:shaman_divination_situation = { add_situation_progress = 15 } name = CURIOUS hidden_effect = { planet_event = { id = enclave.5082 days = 120 random = 20 } } } } planet_event = { id = enclave.5082 title = "enclave.5082.name" desc = "enclave.5082.desc" picture = GFX_evt_psionics show_sound = event_default location = ROOT trigger = { original_owner = yes } is_triggered_only = yes immediate = { owner = { remove_country_flag = active_divination_event } } option = { event_target:shaman_divination_situation = { add_situation_progress = 10 } name = FASCINATING rogue_shaman_modifier_removal = yes add_modifier = { modifier = rogue_shaman_04 days = -1 } } } #The Great Schism - Divination Event situation_event = { id = enclave.5085 hide_window = yes is_triggered_only = yes trigger = { NOT = { has_situation_flag = divination_occurring } owner = { NOT = { has_country_flag = great_schism_flag } pop_amount > 100 count_owned_planet = { count > 1 limit = { is_colony = yes } } } } immediate = { set_situation_flag = divination_occurring save_event_target_as = schism_divination_situation owner = { random_owned_planet = { limit = { is_capital = no } planet_event = { id = enclave.5090 } set_planet_flag = colony_event } } } } planet_event = { id = enclave.5090 title = "enclave.5090.name" desc = "enclave.5090.desc" picture = GFX_evt_shroudwalker_enclave show_sound = evn_ove_shroudwalker_enclave location = ROOT is_triggered_only = yes situation = from #this will only do anything if from is actually a situation pre_triggers = { has_owner = yes is_homeworld = no original_owner = yes has_ground_combat = no is_capital = no } trigger = { is_under_colonization = no exists = event_target:schism_divination_situation } immediate = { owner = { set_country_flag = great_schism_flag } set_planet_flag = colony_event } option = { name = enclave.5090.a event_target:schism_divination_situation = { add_situation_progress = 10 } hidden_effect = { planet_event = { id = enclave.5095 days = 60 } event_target:shroudwalker_enclave_country = { add_trust = { who = root amount = -10 } } } } option = { name = enclave.5090.b hidden_effect = { planet_event = { id = enclave.5120 days = 60 } event_target:shroudwalker_enclave_country = { add_trust = { who = root amount = 10 } } } } option = { name = enclave.5090.c trigger = { owner = { is_xenophobe = yes } } hidden_effect = { planet_event = { id = enclave.5100 days = 60 } event_target:shroudwalker_enclave_country = { add_trust = { who = root amount = 10 } } } } } #Welcome Reformers Chain planet_event = { id = enclave.5095 title = "enclave.5095.name" desc = "enclave.5095.desc" is_triggered_only = yes diplomatic = yes custom_gui = "enclave_artist_window" custom_gui_option = "enclave_artist_option" picture_event_data = { portrait = event_target:shroudwalker_enclave_country room = shroudwalkers_room } immediate = { create_country = { name = "NAME_Shroud_Reformers" type = faction species = event_target:shroudwalker_enclave_country.species auto_delete = no flag = { icon = { category = "special" file = "shroudwalkers.dds" } background = { category = "backgrounds" file = "sinus.dds" } colors = { "black" "red" "null" "null" } } effect = { create_leader = { name = random class = scientist species = event_target:shroudwalker_enclave_country.species skill = 4 traits = { 1 = leader_trait_expertise_psionics } } } } last_created_country = { save_event_target_as = reformers_of_the_shroud } event_target:reformers_of_the_shroud = { ruler = { save_event_target_as = shroud_reformer } } } option = { name = UNDERSTOOD hidden_effect = { planet_event = { id = enclave.5100 days = 60 } } } } planet_event = { id = enclave.5100 title = "enclave.5100.name" desc = "enclave.5100.desc" diplomatic = yes custom_gui = "enclave_artist_window" custom_gui_option = "enclave_artist_option" picture_event_data = { portrait = event_target:reformers_of_the_shroud room = shroudwalkers_room } is_triggered_only = yes trigger = { exists = event_target:schism_divination_situation } option = { name = "enclave.5100.a" event_target:schism_divination_situation = { add_situation_progress = 10 } allow = { owner = { resource_stockpile_compare = { resource = energy value >= 500 } resource_stockpile_compare = { resource = rare_crystals value >= 50 } } } owner = { add_resource = { energy = -500 rare_crystals = -50 } } hidden_effect = { planet_event = { id = enclave.5105 days = 100 random = 30 } } } option = { name = "enclave.5100.b" event_target:schism_divination_situation = { add_situation_progress = -10 } hidden_effect = { planet_event = { id = enclave.5106 days = 100 random = 30 } } } } planet_event = { id = enclave.5105 title = "enclave.5105.name" desc = "enclave.5105.desc" is_triggered_only = yes diplomatic = yes custom_gui = "enclave_artist_window" custom_gui_option = "enclave_artist_option" picture_event_data = { portrait = event_target:reformers_of_the_shroud room = FROM.ruler } option = { name = EXCELLENT hidden_effect = { random_list = { 50 = { planet_event = { id = enclave.5110 days = 180 random = 20 } } 50 = { planet_event = { id = enclave.5115 days = 180 random = 20 } } } } } } planet_event = { id = enclave.5106 title = "enclave.5106.name" desc = "enclave.5106.desc" picture = GFX_evt_shrouded_planet show_sound = event_default location = ROOT is_triggered_only = yes trigger = { exists = event_target:schism_divination_situation } option = { name = UNDERSTOOD event_target:schism_divination_situation = { add_situation_progress = 20 } add_modifier = { modifier = great_schism_03 days = -1 } } } #50% spawn chance A planet_event = { id = enclave.5110 title = "enclave.5110.name" desc = "enclave.5110.desc" picture = GFX_evt_planet_beam show_sound = event_default location = ROOT is_triggered_only = yes immediate = { event_target:reformers_of_the_shroud = { destroy_country = yes } } option = { name = EXCELLENT add_modifier = { modifier = great_schism_01 days = -1 } } } #50% spawn chance B planet_event = { id = enclave.5115 title = "enclave.5110.name" desc = "enclave.5115.desc" picture = GFX_evt_shrouded_planet show_sound = event_default location = ROOT is_triggered_only = yes immediate = { event_target:reformers_of_the_shroud = { destroy_country = yes } } option = { name = UNFORTUNATE add_modifier = { modifier = great_schism_02 days = -1 } } } #Reformers Denied planet_event = { id = enclave.5120 title = "enclave.5095.name" desc = "enclave.5120.desc" diplomatic = yes custom_gui = "enclave_artist_window" custom_gui_option = "enclave_artist_option" picture_event_data = { portrait = event_target:shroudwalker_enclave_country room = shroudwalkers_room } is_triggered_only = yes trigger = { exists = event_target:schism_divination_situation } option = { name = DOTDOTDOT event_target:schism_divination_situation = { add_situation_progress = 80 } } } #Floating Parts - Divination Event situation_event = { id = enclave.5125 hide_window = yes is_triggered_only = yes trigger = { NOT = { has_situation_flag = divination_occurring } situation_progress >= 10 owner = { NOT = { has_country_flag = floating_parts_flag } } } immediate = { set_situation_flag = divination_occurring save_event_target_as = floating_parts_situation owner = { random_system_within_border = { create_ambient_object = { type = small_debris_object } save_event_target_as = floating_shell_system set_star_flag = floating_shell_flag } country_event = { id = enclave.5130 } } } } country_event = { id = enclave.5130 title = enclave.5130.name desc = enclave.5130.desc picture = GFX_evt_space_debris location = event_target:floating_shell_system is_triggered_only = yes situation = from #this will only do anything if from is actually a situation trigger = { owner = { NOT = { has_country_flag = floating_parts_flag } } } immediate = { set_country_flag = floating_parts_flag } option = { name = INTERESTING event_target:floating_parts_situation = { add_situation_progress = 6 } owner = { enable_special_project = { name = "FLOATING_PARTS_PROJECT_00" } } } } country_event = { id = enclave.5135 title = enclave.5135.name desc = enclave.5135.desc picture = GFX_evt_space_debris location = event_target:floating_shell_system is_triggered_only = yes immediate = { random_system_within_border = { limit = { NOT = { has_star_flag = floating_shell_flag } } create_ambient_object = { type = small_debris_object } save_event_target_as = floating_engine_system set_star_flag = floating_engine_flag } } option = { name = INTERESTING owner = { add_monthly_resource_mult = { resource = engineering_research value = @tier1researchreward min = @tier1researchmin max = @tier1researchmax } give_next_armor_tech_option_effect = yes } hidden_effect = { country_event = { id = enclave.5136 days = 90 } } } } country_event = { id = enclave.5136 title = enclave.5136.name desc = enclave.5136.desc picture = GFX_evt_satellite_in_orbit location = event_target:floating_engine_system is_triggered_only = yes immediate = { random_system_within_border = { limit = { NOR = { has_star_flag = floating_engine_flag has_star_flag = floating_shell_flag } } create_ambient_object = { type = small_debris_object } save_event_target_as = floating_core_system set_star_flag = floating_core_flag } } option = { name = enclave.5156.a event_target:floating_parts_situation = { add_situation_progress = 6 } add_monthly_resource_mult = { resource = engineering_research value = @tier1researchreward min = @tier1researchmin max = @tier1researchmax } hidden_effect = { country_event = { id = enclave.5140 days = 90 } } } } country_event = { id = enclave.5140 title = enclave.5140.name desc = enclave.5140.desc picture = GFX_evt_sapient_AI location = event_target:floating_core_system is_triggered_only = yes option = { name = enclave.5140.a enable_special_project = { name = "FLOATING_PARTS_PROJECT_01" } } } country_event = { id = enclave.5145 title = enclave.5145.name desc = enclave.5145.desc picture = GFX_evt_ship_in_orbit_3 location = event_target:floating_core_system is_triggered_only = yes option = { name = enclave.5145.a create_fleet = { settings = { spawn_debris = no } effect = { set_owner = PREV create_ship_design = { design = "NAME_Shroud_Fragment" } create_ship = { name = "NAME_Shroud_Fragment" design = last_created_design upgradable = no } set_location = event_target:floating_core_system } settings = { can_upgrade = no can_change_composition = no uses_naval_capacity = no } } } option = { name = enclave.5145.b add_resource = { alloys = 750 } } } ### DIVINATION EVENTS - Pre-Existing Events ### #Lightshow - anomaly.235# situation_event = { id = enclave.5150 title = enclave.5150.name desc = enclave.5150.desc picture = GFX_evt_surreal_visions show_sound = event_mystic_reveal location = event_target:lightshow_divination_planet situation = this is_triggered_only = yes trigger = { NOT = { has_situation_flag = divination_occurring } situation_progress >= 15 owner = { NOT = { has_country_flag = lightshow_divination_flag } has_shroudwalker_divination_event = no } } immediate = { set_situation_flag = divination_occurring save_event_target_as = lightshow_situation owner = { set_country_flag = lightshow_divination_flag random_planet_within_border = { limit = { NOT = { is_planet_class = pc_gas_giant } is_artificial = no is_asteroid = no is_star = no is_colony = no } save_event_target_as = lightshow_divination_planet } } } option = { name = UNDERSTOOD event_target:lightshow_situation = { add_situation_progress = 20 } event_target:lightshow_divination_planet = { add_anomaly = { target = root.owner category = FROZ_ILLUMINATED_CAT } } } } #Grimacing - anomaly.230 situation_event = { id = enclave.5155 title = enclave.5150.name desc = enclave.5150.desc picture = GFX_evt_surreal_visions show_sound = event_mystic_reveal location = event_target:grimacing_divination_planet situation = this is_triggered_only = yes trigger = { NOT = { has_situation_flag = divination_occurring } situation_progress >= 15 owner = { NOT = { has_country_flag = grimacing_divination_flag } } } immediate = { set_situation_flag = divination_occurring save_event_target_as = grimacing_situation owner = { set_country_flag = grimacing_divination_flag random_planet_within_border = { limit = { NOT = { is_planet_class = pc_gas_giant } is_artificial = no is_asteroid = no is_star = no is_colony = no } save_event_target_as = grimacing_divination_planet } } } option = { name = UNDERSTOOD event_target:grimacing_situation = { add_situation_progress = 20 } event_target:grimacing_divination_planet = { add_anomaly = { target = root.owner category = FRBR_GRIMACING_CAT } } } } #Improbable Teapot - anomaly.4060# situation_event = { id = enclave.5160 title = enclave.5150.name desc = enclave.5150.desc picture = GFX_evt_surreal_visions show_sound = event_mystic_reveal location = event_target:teapot_divination_planet situation = this is_triggered_only = yes trigger = { NOT = { has_situation_flag = divination_occurring } situation_progress >= 10 owner = { NOT = { has_country_flag = teapot_divination_flag } } } immediate = { set_situation_flag = divination_occurring save_event_target_as = teapot_situation owner = { set_country_flag = teapot_divination_flag random_planet_within_border = { limit = { is_star = yes } save_event_target_as = teapot_divination_planet } } } option = { name = UNDERSTOOD event_target:teapot_situation = { add_situation_progress = 20 } event_target:teapot_divination_planet = { add_anomaly = { target = root.owner category = SUN_TEAPOT_CAT } } } } # Brain Slugs! - distar.170 # situation_event = { id = enclave.5165 title = enclave.5150.name desc = enclave.5150.desc picture = GFX_evt_surreal_visions show_sound = event_mystic_reveal location = event_target:brainslug_divination_planet situation = this is_triggered_only = yes trigger = { NOT = { has_situation_flag = divination_occurring } situation_progress >= 15 owner = { NOT = { has_country_flag = brainslug_divination_flag } any_planet_within_border = { is_artificial = no is_asteroid = no is_star = no is_colony = no is_under_colonization = no is_colonizable = yes } } } immediate = { set_situation_flag = divination_occurring save_event_target_as = brainslug_situation owner = { set_country_flag = brainslug_divination_flag random_planet_within_border = { limit = { is_artificial = no is_asteroid = no is_star = no is_colony = no is_under_colonization = no is_colonizable = yes } save_event_target_as = brainslug_divination_planet } } } option = { name = UNDERSTOOD event_target:brainslug_situation = { add_situation_progress = 30 } event_target:brainslug_divination_planet = { add_anomaly = { target = root.owner category = DISTAR_BRAINSLUG_CAT } } } } #The Doorway - colony.3005 # situation_event = { id = enclave.5170 hide_window = yes is_triggered_only = yes trigger = { NOT = { has_situation_flag = divination_occurring } situation_progress >= 10 owner = { NOR = { has_country_flag = dportal_country is_wilderness_empire = yes } } } immediate = { set_situation_flag = divination_occurring owner = { set_country_flag = dportal_country random_owned_planet = { limit = { is_colony = yes is_under_colonization = no } save_event_target_as = doorway_divination_planet } event_target:doorway_divination_planet = { planet_event = { id = colony.3005 } } } } } #Atmospheric Ecosystem - anomaly.300# situation_event = { id = enclave.5175 title = enclave.5150.name desc = enclave.5150.desc picture = GFX_evt_surreal_visions show_sound = event_mystic_reveal location = event_target:atmoseco_divination_planet situation = this is_triggered_only = yes trigger = { NOT = { has_situation_flag = divination_occurring } situation_progress >= 15 owner = { NOT = { has_country_flag = atmoseco_divination_flag } } } immediate = { set_situation_flag = divination_occurring save_event_target_as = atmoseco_situation owner = { set_country_flag = atmoseco_divination_flag random_planet_within_border = { limit = { is_planet_class = pc_gas_giant } save_event_target_as = atmoseco_divination_planet } } } option = { name = UNDERSTOOD event_target:atmoseco_situation = { add_situation_progress = 30 } event_target:atmoseco_divination_planet = { add_anomaly = { target = root.owner category = life_gasgiant_category } } } } # The Color of Science - anomaly.6740 # situation_event = { id = enclave.5180 title = enclave.5150.name desc = enclave.5150.desc picture = GFX_evt_surreal_visions show_sound = event_mystic_reveal location = event_target:colorscience_divination_planet situation = this is_triggered_only = yes trigger = { NOT = { has_situation_flag = divination_occurring } situation_progress >= 15 owner = { NOT = { has_country_flag = colorscience_divination_flag } } } immediate = { set_situation_flag = divination_occurring save_event_target_as = colorscience_situation owner = { set_country_flag = colorscience_divination_flag random_planet_within_border = { limit = { is_star = yes } save_event_target_as = colorscience_divination_planet } } } option = { name = UNDERSTOOD event_target:colorscience_situation = { add_situation_progress = 30 } event_target:colorscience_divination_planet = { add_anomaly = { target = root.owner category = STAR_RESONANCE_CAT } } } } # Terminal Orbit - anomaly.2570 # situation_event = { id = enclave.5185 title = enclave.5150.name desc = enclave.5150.desc picture = GFX_evt_surreal_visions show_sound = event_mystic_reveal location = event_target:terminal_divination_planet situation = this is_triggered_only = yes trigger = { NOT = { has_situation_flag = divination_occurring } situation_progress >= 15 owner = { NOT = { has_country_flag = terminal_divination_flag } } } immediate = { set_situation_flag = divination_occurring save_event_target_as = terminal_situation owner = { set_country_flag = terminal_divination_flag random_planet_within_border = { limit = { is_planet_class = pc_gas_giant } save_event_target_as = terminal_divination_planet } } } option = { name = UNDERSTOOD event_target:terminal_divination_planet = { add_anomaly = { target = root.owner category = terminal_gasgiant_category } } } } # Hero Redivivus - Divination - Sign of the Visitor situation_event = { id = enclave.5190 hide_window = yes is_triggered_only = yes trigger = { NOT = { has_situation_flag = divination_occurring } owner = { NOR = { has_country_flag = redivivus_flag is_gestalt = yes is_machine_empire = yes } } } immediate = { set_situation_flag = divination_occurring save_event_target_as = redivivus_situation owner = { create_leader = { class = commander species = owner_main_species name = random skill = 3 traits = { trait = leader_trait_erudite } effect = { save_event_target_as = hero_redivivus exile_leader_as = redivivus } } random_owned_planet = { limit = { is_homeworld = yes original_owner = yes } planet_event = { id = enclave.5195 } set_planet_flag = redivivus_planet } } } } planet_event = { id = enclave.5195 title = "enclave.5195.name" desc = "enclave.5195.desc" picture = GFX_evt_shroudwalker_teachers show_sound = evn_ove_shroudwalker_apprentice location = ROOT situation = from is_triggered_only = yes pre_triggers = { has_owner = yes is_homeworld = yes original_owner = yes has_ground_combat = no } immediate = { owner = { set_country_flag = redivivus_flag } } option = { name = enclave.5195.a hidden_effect = { enable_special_project = { name = "REDIVIVUS_PROJECT" location = this owner = root } } } } planet_event = { id = enclave.5200 title = "enclave.5200.name" desc = "enclave.5200.desc" picture = GFX_evt_medieval_alien_civilization show_sound = event_default location = ROOT is_triggered_only = yes pre_triggers = { has_owner = yes is_homeworld = yes original_owner = yes has_ground_combat = no } option = { name = enclave.5200.a hidden_effect = { add_modifier = { modifier = hero_redivivus days = 1080 } } } } #################### # DIVINATION EVENTS #################### # Shattered Frontier # Via divination_locus | owner = country situation_event = { id = enclave.5500 title = enclave.5500.name desc = enclave.5500.desc picture = GFX_evt_satellite_in_orbit show_sound = event_yellow_alert location = event_target:shattered_frontier_planet situation = this is_triggered_only = yes trigger = { NOT = { has_situation_flag = divination_occurring } situation_progress >= 50 owner = { is_ai = no NOR = { has_country_flag = divination_shattered_frontier has_origin = origin_tree_of_life has_origin = origin_doomsday is_wilderness_empire = yes # Wilderness Origin } any_owned_planet = { is_homeworld = no is_capital = no is_colony = yes original_owner = yes has_ground_combat = no is_occupied_flag = no is_under_colonization = no NOR = { is_planet_class = pc_habitat has_planet_flag = shattered_frontier_planet has_modifier = penal_colony has_modifier = resort_colony } count_owned_pop_amount = { count >= 500 } } } } immediate = { set_situation_flag = divination_occurring save_event_target_as = divination_situation owner = { random_owned_planet = { limit = { is_homeworld = no is_capital = no is_colony = yes original_owner = yes has_ground_combat = no is_occupied_flag = no NOR = { is_planet_class = pc_habitat has_planet_flag = shattered_frontier_planet has_modifier = penal_colony has_modifier = resort_colony } count_owned_pop_amount = { count >= 500 } } set_planet_flag = colony_event set_planet_flag = shattered_frontier_planet save_event_target_as = shattered_frontier_planet } set_country_flag = divination_shattered_frontier } } option = { name = enclave.5500.a event_target:shattered_frontier_planet = { enable_special_project = { name = SHATTERED_FRONTIER_ANOMALY owner = owner location = this } } } } #Anomaly collapses (project cancelled) planet_event = { id = enclave.5501 title = enclave.5501.name desc = { trigger = { owner = { is_gestalt = no } } text = enclave.5501.desc } desc = { trigger = { owner = { is_gestalt = yes } } text = enclave.5501.gestalt.desc } inline_script = { script = events/biogenesis_event_art OWNER = owner REGULAR_PICTURE = GFX_evt_ship_in_orbit BIOSHIP_PICTURE = GFX_evt_bio_ships_orbiting } show_sound = event_yellow_alert location = root situation = event_target:divination_situation is_triggered_only = yes option = { name = CURSES trigger = { owner = { is_gestalt = no } } } option = { name = WORRYING trigger = { owner = { is_gestalt = yes } } } option = { name = CURIOUS } after = { add_planet_devastation = 5 if = { limit = { hidden:owner = { is_gestalt = yes } } add_modifier = { modifier = "shattered_frontier_deviancy" days = -1 } } else = { add_modifier = { modifier = "shattered_frontier_looting" days = -1 } } hidden_effect = { planet_event = { id = enclave.5502 days = 15 random = 15 } } } } #Colony becomes riotous/unsettled planet_event = { id = enclave.5502 title = enclave.5502.name desc = { trigger = { owner = { is_gestalt = no } } text = enclave.5502.desc } desc = { trigger = { owner = { is_gestalt = yes } } text = enclave.5502.gestalt.desc } picture = { trigger = { owner = { is_gestalt = no } } picture = GFX_evt_burning_city } picture = { trigger = { owner = { is_gestalt = yes } } picture = GFX_evt_sabotaged_ship } show_sound = event_planetary_riot location = root situation = event_target:divination_situation is_triggered_only = yes immediate = { owner = { abort_special_project = { type = SHATTERED_FRONTIER_ANOMALY } #no turning back } add_planet_devastation = 5 } #Wait it out option = { name = enclave.5502.a trigger = { owner = { is_gestalt = no } } custom_tooltip = enclave.5502.a.tt } option = { name = enclave.5502.gestalt.a trigger = { owner = { is_gestalt = yes } } custom_tooltip = enclave.5502.gestalt.a.tt } #Wait, but apply social benefits option = { name = enclave.5502.b trigger = { owner = { is_gestalt = no } } allow = { owner = { resource_stockpile_compare = { resource = consumer_goods value >= 800 } } } owner = { add_resource = { consumer_goods = 800 } } remove_modifier = shattered_frontier_looting add_modifier = { modifier = shattered_frontier_benefits days = 720 } } #Sceptical lockdown option = { name = enclave.5502.c trigger = { owner = { is_gestalt = no } } remove_modifier = shattered_frontier_looting add_modifier = { modifier = shattered_frontier_lockdown days = 720 } } option = { name = enclave.5502.gestalt.c trigger = { owner = { is_gestalt = yes } } allow = { owner = { resource_stockpile_compare = { resource = influence value >= 15 } } } owner = { add_resource = { influence = -15 } } remove_modifier = shattered_frontier_looting if = { limit = { hidden:owner = { is_hive_empire = yes } } add_modifier = { modifier = shattered_frontier_lockdown_hive days = 720 } } else = { add_modifier = { modifier = shattered_frontier_lockdown_machine days = 720 } } } after = { custom_tooltip = enclave.5502.pop_removed hidden_effect = { random_owned_pop_group = { limit = { NOT = { is_pop_category = ruler } } kill_single_pop = yes } planet_event = { id = enclave.5503 days = 360 random = 360 } } } } #Moment of Clarity (resolution) planet_event = { id = enclave.5503 title = enclave.5503.name desc = { trigger = { switch = { trigger = has_modifier shattered_frontier_looting = { text = enclave.5503.looting.desc } shattered_frontier_deviancy = { text = enclave.5503.gestalt.desc } shattered_frontier_benefits = { text = enclave.5503.benefits.desc } shattered_frontier_lockdown = { text = enclave.5503.lockdown.desc } shattered_frontier_lockdown_hive = { text = enclave.5503.gestalt.desc } shattered_frontier_lockdown_machine = { text = enclave.5503.gestalt.desc } default = { text = enclave.5503.looting.desc } } } } picture = GFX_evt_colony_settlement show_sound = event_mystic_reveal_light location = root situation = event_target:divination_situation is_triggered_only = yes option = { name = GOOD trigger = { has_modifier = shattered_frontier_looting } remove_modifier = shattered_frontier_looting custom_tooltip = POPS_ON_ROOT tooltip = { add_modifier = { modifier = shattered_frontier_pop_community days = -1 } } hidden_effect = { every_owned_pop_group = { limit = { is_robot_pop_group = no } add_modifier = { modifier = shattered_frontier_pop_community days = -1 } } } } option = { name = DOTDOTDOT trigger = { has_modifier = shattered_frontier_deviancy } remove_modifier = shattered_frontier_deviancy } option = { name = GOOD trigger = { has_modifier = shattered_frontier_benefits } remove_modifier = shattered_frontier_benefits } option = { name = enclave.5503.d trigger = { has_modifier = shattered_frontier_lockdown } remove_modifier = shattered_frontier_lockdown } option = { name = GOOD trigger = { has_modifier = shattered_frontier_lockdown_hive } remove_modifier = shattered_frontier_lockdown_hive } option = { name = GOOD trigger = { has_modifier = shattered_frontier_lockdown_machine } remove_modifier = shattered_frontier_lockdown_machine } } #Silhouette is revealed (50% researched) planet_event = { id = enclave.5504 title = enclave.5504.name desc = { trigger = { owner = { is_gestalt = no } } text = enclave.5504.desc } desc = { trigger = { owner = { is_gestalt = yes } } text = enclave.5504.gestalt.desc } picture = GFX_evt_ghost_ship show_sound = event_mystic_reveal location = root situation = event_target:divination_situation is_triggered_only = yes trigger = { NOT = { has_planet_flag = shattered_frontier_ship_appeared } } immediate = { set_planet_flag = shattered_frontier_ship_appeared #prevents this event in case the player cancels, then resumes research # create_ambient_object = { # type = shattered_frontier_ship # location = root # } # last_created_ambient_object = { # set_location = { # target = root # angle = 135 # } # set_ambient_object_flag = shattered_frontier_ship # save_event_target_as = shattered_frontier_ship #only works here # } } option = { name = WORRYING } option = { name = INTRIGUING trigger = { owner = { NOT = { has_technology = tech_psionic_theory } } } } option = { name = enclave.5504.c trigger = { owner = { has_technology = tech_psionic_theory } } } after = { hidden_effect = { event_target:shattered_frontier_ship = { destroy_ambient_object = this } } } } #Project complete; unleash the Psi Storm planet_event = { id = enclave.5505 title = enclave.5505.name desc = { trigger = { owner = { is_gestalt = no } } text = enclave.5505.desc } desc = { trigger = { owner = { is_gestalt = yes } } text = enclave.5505.gestalt.desc } picture = GFX_evt_ghost_ship show_sound = event_wind_ruins location = root situation = event_target:divination_situation is_triggered_only = yes trigger = { exists = owner } immediate = { create_ambient_object = { type = shattered_frontier_ship location = root } last_created_ambient_object = { set_location = { target = root angle = 135 } set_ambient_object_flag = shattered_frontier_object save_event_target_as = shattered_frontier_ship } create_ambient_object = { type = psi_storm_1 location = root } last_created_ambient_object = { set_ambient_object_flag = shattered_frontier_object save_event_target_as = shattered_frontier_storm set_location = { target = prev distance = 0 angle = random } } if = { limit = { has_moon = yes } every_moon = { limit = { colonizable_planet = no NOR = { is_planet_class = pc_shattered habitable_planet = yes is_planet_class = pc_habitat } } clear_planet_modifiers = yes clear_deposits = yes change_pc = pc_shrouded save_event_target_as = shrouded_moon } } } #Continue investigating option = { name = enclave.5505.a trigger = { owner = { is_gestalt = no } } add_modifier = { modifier = shattered_frontier_storm_mod days = -1 } hidden_effect = { planet_event = { id = enclave.5510 days = 40 random = 20 } } } option = { name = enclave.5505.gestalt.a trigger = { owner = { is_gestalt = yes } } add_modifier = { modifier = shattered_frontier_storm_mod days = -1 } hidden_effect = { planet_event = { id = enclave.5510 days = 40 random = 20 } } } #Cease prodding! option = { name = enclave.5505.b trigger = { owner = { is_gestalt = no } } add_modifier = { modifier = shattered_frontier_storm_mod days = -1 } hidden_effect = { planet_event = { id = enclave.5506 days = 20 random = 20 } } } option = { name = enclave.5505.b trigger = { owner = { is_gestalt = yes } } add_modifier = { modifier = shattered_frontier_storm_gestalt_mod days = -1 } hidden_effect = { planet_event = { id = enclave.5506 days = 20 random = 20 } } } } #Research backed off; the Psi Storm subsides planet_event = { id = enclave.5506 title = enclave.5506.name desc = { trigger = { owner = { is_gestalt = no } } text = enclave.5506.desc } desc = { trigger = { owner = { is_gestalt = yes } } text = enclave.5506.gestalt.desc } inline_script = { script = events/biogenesis_event_art OWNER = owner REGULAR_PICTURE = GFX_evt_ship_in_orbit BIOSHIP_PICTURE = GFX_evt_bio_ships_orbiting } show_sound = event_power_down location = root situation = event_target:divination_situation is_triggered_only = yes trigger = { exists = owner original_owner = yes } immediate = { every_ambient_object = { limit = { has_ambient_object_flag = shattered_frontier_object } destroy_ambient_object = this } } option = { name = enclave.5506.a trigger = { owner = { is_gestalt = no } } add_modifier = { modifier = shattered_frontier_uncertain_future years = 30 } } option = { name = DOTDOTDOT trigger = { owner = { is_gestalt = yes } } add_modifier = { modifier = shattered_frontier_uncertain_future_gestalt years = 15 } } after = { remove_modifier = shattered_frontier_storm_mod add_planet_devastation = 15 hidden_effect = { if = { #it can be removed in the meantime limit = { exists = event_target:divination_situation } event_target:divination_situation = { set_situation_flag = shattered_frontier_denied } } } } } #Research persisted; the Psi Storm is resolved planet_event = { id = enclave.5510 title = enclave.5510.name desc = { trigger = { owner = { is_gestalt = no } } text = enclave.5510.desc } desc = { trigger = { owner = { is_gestalt = yes } } text = enclave.5510.gestalt.desc } inline_script = { script = events/biogenesis_event_art OWNER = owner REGULAR_PICTURE = GFX_evt_ship_in_orbit BIOSHIP_PICTURE = GFX_evt_bio_ships_orbiting } show_sound = event_mystic_reveal location = root situation = event_target:divination_situation is_triggered_only = yes trigger = { exists = owner } immediate = { event_target:shattered_frontier_storm = { destroy_ambient_object = this } } option = { name = ONSCREEN remove_modifier = shattered_frontier_storm_mod hidden_effect = { if = { #it can be removed in the meantime limit = { exists = event_target:divination_situation } event_target:divination_situation = { set_situation_flag = shattered_frontier_embraced } } owner = { if = { limit = { is_gestalt = yes } country_event = { id = enclave.5535 } } else = { country_event = { id = enclave.5515 } } } } } } #Dialog with the colony ship (regular empires) | from = planet country_event = { id = enclave.5515 title = enclave.5515.name is_triggered_only = yes diplomatic = yes picture_event_data = { room = no_video_feed_room } desc = enclave.5515.desc immediate = { #Create a temporary country for the colonists create_country = { name = "NAME_Shattered_Frontier" type = shroud_spirits auto_delete = no #cannot be auto-deleted, as they'll lack colonies flag = { icon = { category = "special" file = "unknown.dds" } background = { category = "backgrounds" file = "00_solid.dds" } colors = { "black" "null" "null" "null" } } ignore_initial_colony_error = yes effect = { save_event_target_as = shattered_frontier_country establish_communications_no_message = root set_graphical_culture = root set_faction_hostility = { target = root set_hostile = no set_neutral = no set_friendly = yes } } } #Create a leader to talk to if = { limit = { has_utopia = yes is_synthetic_empire = no } event_target:shattered_frontier_country = { create_leader = { class = official species = root.species name = random skill = 2 traits = { trait = leader_trait_psionic trait = leader_trait_erudite } event_leader = yes effect = { set_leader_flag = shattered_frontier_official save_event_target_as = shattered_frontier_official } } } } else_if = { limit = { has_utopia = yes is_synthetic_empire = yes } event_target:shattered_frontier_country = { create_leader = { class = official species = root.species name = random skill = 2 traits = { trait = leader_trait_synthetic trait = leader_trait_erudite } event_leader = yes effect = { set_leader_flag = shattered_frontier_official save_event_target_as = shattered_frontier_official } } } } else = { event_target:shattered_frontier_country = { create_leader = { class = official species = root.species name = random skill = 3 traits = { trait = leader_trait_erudite } event_leader = yes effect = { set_leader_flag = shattered_frontier_official save_event_target_as = shattered_frontier_official } } } } #Swap the ghost colony ship for a real one event_target:shattered_frontier_ship = { destroy_ambient_object = this } create_fleet = { name = random settings = { spawn_debris = no } effect = { set_owner = event_target:shattered_frontier_country create_ship = { name = "NAME_Unknown" random_existing_design = colonizer colonizer_species = root graphical_culture = root } set_location = { target = event_target:shattered_frontier_planet angle = 135 } save_event_target_as = shattered_frontier_colony_ship } } } option = { name = enclave.5515.a icon = { icon = GFX_option_icon_friendly text = dialog_friendly_tt } hidden_effect = { set_country_flag = shattered_frontier_dialog_friendly } } option = { name = enclave.5515.b icon = { icon = GFX_option_icon_hostile text = dialog_hostile_tt } hidden_effect = { set_country_flag = shattered_frontier_dialog_hostile } } after = { hidden_effect = { country_event = { id = enclave.5516 } } } } country_event = { id = enclave.5516 title = enclave.5515.name is_triggered_only = yes diplomatic = yes picture_event_data = { room = no_video_feed_room } desc = enclave.5516.desc immediate = { } option = { name = enclave.5516.a icon = { icon = GFX_option_icon_isolationist text = dialog_wary_tt } hidden_effect = { country_event = { id = enclave.5525 } #'Wary' path } } option = { name = enclave.5516.b icon = { icon = GFX_option_icon_friendly text = dialog_friendly_tt } hidden_effect = { remove_country_flag = shattered_frontier_dialog_hostile set_country_flag = shattered_frontier_dialog_friendly country_event = { id = enclave.5520 } #'Friendly' path } } option = { name = enclave.5516.c icon = { icon = GFX_option_icon_hostile text = dialog_hostile_tt } trigger = { has_country_flag = shattered_frontier_dialog_hostile } hidden_effect = { country_event = { id = enclave.5530 } #'Hostile' path } } } #Colony Ship identity is revealed (friendly & wary) country_event = { id = enclave.5520 title = enclave.5515.name diplomatic = yes picture_event_data = { portrait = event_target:shattered_frontier_official graphical_culture = root room = ethic_spaceship_room } is_triggered_only = yes desc = { trigger = { has_country_flag = shattered_frontier_dialog_friendly } text = enclave.5520.friendly.desc } desc = { trigger = { NOT = { has_country_flag = shattered_frontier_dialog_friendly } } text = enclave.5520.wary.desc } immediate = { event_target:shattered_frontier_colony_ship = { set_name = "NAME_Mended_Frontier" } } #Receive colony ship; start debrief option = { name = enclave.5520.a icon = { icon = GFX_option_icon_friendly text = dialog_friendly_tt } trigger = { has_country_flag = shattered_frontier_dialog_friendly } event_target:shattered_frontier_colony_ship = { set_owner = root } hidden_effect = { country_event = { id = enclave.5521 } } } #Ask to keep distance; receive debrief option = { name = enclave.5520.b icon = { icon = GFX_option_icon_isolationist text = dialog_wary_tt } hidden_effect = { country_event = { id = enclave.5525 } } } after = { hidden_effect = { remove_country_flag = shattered_frontier_dialog_friendly remove_country_flag = shattered_frontier_dialog_hostile } } } #Friendly path country_event = { id = enclave.5521 base = enclave.5520 desc_clear = yes option_clear = yes desc = enclave.5521.desc immediate = { } option = { name = enclave.5521.a hidden_effect = { country_event = { id = enclave.5522 } } } } country_event = { id = enclave.5522 base = enclave.5520 desc_clear = yes option_clear = yes desc = enclave.5522.desc immediate = { } option = { name = enclave.5522.a clone_leader = { target = event_target:shattered_frontier_official effect = { save_event_target_as = shattered_frontier_official } } } } #Neutral path country_event = { id = enclave.5525 title = enclave.5515.name diplomatic = yes picture_event_data = { portrait = event_target:shattered_frontier_official graphical_culture = root room = ethic_spaceship_room } is_triggered_only = yes desc = enclave.5521.desc immediate = { event_target:shattered_frontier_colony_ship = { set_name = "NAME_Mended_Frontier" } } option = { name = enclave.5525.a hidden_effect = { country_event = { id = enclave.5526 } } } } country_event = { id = enclave.5526 base = enclave.5525 desc_clear = yes option_clear = yes desc = enclave.5526.desc immediate = { } option = { name = enclave.5526.a hidden_effect = { event_target:shattered_frontier_colony_ship = { shattered_frontier_colony_depart = yes } } } option = { name = enclave.5526.b hidden_effect = { event_target:shattered_frontier_colony_ship = { shattered_frontier_colony_depart = yes } } } } #Hostile path country_event = { id = enclave.5530 title = enclave.5515.name diplomatic = yes picture_event_data = { portrait = event_target:shattered_frontier_official graphical_culture = root room = ethic_spaceship_room } is_triggered_only = yes desc = enclave.5530.desc immediate = { event_target:shattered_frontier_country = { set_faction_hostility = { target = root set_neutral = yes } } } #Begone! option = { name = { trigger = { is_spiritualist = no } text = enclave.5530.a } name = { trigger = { is_spiritualist = yes } text = enclave.5530.a.spirit } icon = { icon = GFX_option_icon_isolationist text = dialog_wary_tt } hidden_effect = { country_event = { id = enclave.5531 } } } #Battlestations! option = { name = enclave.5530.b icon = { icon = GFX_option_icon_hostile text = dialog_hostile_tt } hidden_effect = { event_target:shattered_frontier_country = { set_faction_hostility = { target = root set_hostile = yes } } } } } country_event = { id = enclave.5531 base = enclave.5530 desc_clear = yes option_clear = yes desc = enclave.5531.desc immediate = { } option = { name = END_TRANSMISSION default_hide_option = yes hidden_effect = { event_target:shattered_frontier_colony_ship = { shattered_frontier_colony_depart = yes } } } } #Dialog with the colony ship (gestalt empires) | from = planet country_event = { id = enclave.5535 title = enclave.5535.name is_triggered_only = yes diplomatic = yes picture_event_data = { room = no_video_feed_room } desc = enclave.5535.desc trigger = { is_gestalt = yes } immediate = { #Create a temporary country for the colonists create_country = { name = "NAME_Shattered_Frontier" type = shroud_spirits auto_delete = no #cannot be auto-deleted, as they'll lack colonies flag = { icon = { category = "special" file = "unknown.dds" } background = { category = "backgrounds" file = "00_solid.dds" } colors = { "black" "null" "null" "null" } } ignore_initial_colony_error = yes effect = { save_event_target_as = shattered_frontier_country establish_communications_no_message = root set_graphical_culture = root set_faction_hostility = { target = root set_hostile = no set_neutral = no set_friendly = yes } } } #Create a leader to talk to (hives) if = { limit = { is_hive_empire = yes } event_target:shattered_frontier_country = { create_leader = { class = official species = root.species name = random skill = 1 traits = { trait = leader_trait_psionic } event_leader = yes effect = { set_leader_flag = shattered_frontier_official save_event_target_as = shattered_frontier_official } } } } #Create a leader to talk to (machines) else = { event_target:shattered_frontier_country = { create_leader = { class = official species = root.species name = random skill = 1 traits = { trait = leader_trait_synthetic } event_leader = yes effect = { set_leader_flag = shattered_frontier_official save_event_target_as = shattered_frontier_official } } } } #Swap the ghost colony ship for a real one event_target:shattered_frontier_ship = { destroy_ambient_object = this } create_fleet = { name = random settings = { spawn_debris = no } effect = { set_owner = event_target:shattered_frontier_country create_ship = { name = "NAME_Unknown" random_existing_design = colonizer colonizer_species = root graphical_culture = root } set_location = { target = event_target:shattered_frontier_planet angle = 135 } save_event_target_as = shattered_frontier_colony_ship } } } option = { name = enclave.5535.a icon = { icon = GFX_option_icon_hostile text = dialog_hostile_tt } } option = { name = enclave.5535.b icon = { icon = GFX_option_icon_friendly text = dialog_friendly_tt } } after = { hidden_effect = { country_event = { id = enclave.5536 } } } } country_event = { id = enclave.5536 title = enclave.5535.name is_triggered_only = yes diplomatic = yes picture_event_data = { room = no_video_feed_room } desc = enclave.5536.desc immediate = { } option = { name = enclave.5536.a icon = { icon = GFX_option_icon_hostile text = dialog_hostile_tt } trigger = { has_country_flag = shattered_frontier_dialog_hostile } hidden_effect = { country_event = { id = enclave.5550 } #'Hostile' path } } option = { name = enclave.5536.b icon = { icon = GFX_option_icon_friendly text = dialog_friendly_tt } hidden_effect = { country_event = { id = enclave.5540 } #'Friendly/wary' path } } } #Colony Ship is revealed (friendly/wary) country_event = { id = enclave.5540 title = enclave.5535.name diplomatic = yes picture_event_data = { portrait = event_target:shattered_frontier_official graphical_culture = root room = ethic_spaceship_room } is_triggered_only = yes desc = enclave.5540.desc immediate = { event_target:shattered_frontier_colony_ship = { set_name = "NAME_Mended_Frontier" } } option = { name = DOTDOTDOT icon = { icon = GFX_option_icon_isolationist text = dialog_wary_tt } hidden_effect = { country_event = { id = enclave.5541 } } } option = { name = enclave.5540.b icon = { icon = GFX_option_icon_isolationist text = dialog_wary_tt } hidden_effect = { country_event = { id = enclave.5541 } } } } country_event = { id = enclave.5541 base = enclave.5540 desc_clear = yes option_clear = yes desc = enclave.5541.desc immediate = { } option = { name = enclave.5541.a icon = { icon = GFX_option_icon_isolationist text = dialog_wary_tt } hidden_effect = { event_target:shattered_frontier_colony_ship = { shattered_frontier_colony_depart = yes } } } option = { name = enclave.5541.b icon = { icon = GFX_option_icon_isolationist text = dialog_wary_tt } hidden_effect = { event_target:shattered_frontier_colony_ship = { shattered_frontier_colony_depart = yes } } } option = { name = enclave.5541.c icon = { icon = GFX_option_icon_hostile text = dialog_hostile_tt } hidden_effect = { event_target:shattered_frontier_country = { set_faction_hostility = { target = root set_hostile = yes } } } } } #Hostile path country_event = { id = enclave.5550 title = enclave.5535.name diplomatic = yes picture_event_data = { portrait = event_target:shattered_frontier_official graphical_culture = root room = ethic_spaceship_room } is_triggered_only = yes desc = enclave.5550.desc immediate = { event_target:shattered_frontier_country = { set_faction_hostility = { target = root set_neutral = yes } } } #Begone! option = { name = enclave.5550.a icon = { icon = GFX_option_icon_isolationist text = dialog_wary_tt } hidden_effect = { country_event = { id = enclave.5551 } } } #Attack! option = { name = enclave.5550.b icon = { icon = GFX_option_icon_hostile text = dialog_hostile_tt } hidden_effect = { event_target:shattered_frontier_country = { set_faction_hostility = { target = root set_hostile = yes } } } } } country_event = { id = enclave.5551 base = enclave.5550 desc_clear = yes option_clear = yes desc = enclave.5551.desc immediate = { } option = { name = END_TRANSMISSION default_hide_option = yes hidden_effect = { event_target:shattered_frontier_colony_ship = { shattered_frontier_colony_depart = yes } } } } #Hidden Event to make sure at least one Visitors event is selected for per Divination situation_event = { id = enclave.5555 hide_window = yes is_triggered_only = yes trigger = { situation_progress >= 90 NOT = { has_situation_flag = divination_occurring } } immediate = { fire_on_action = { on_action = on_shroudwalker_divination_visitors_situation } } } #Hidden Event to make sure at least one Locus event is selected for per Divination situation_event = { id = enclave.5556 hide_window = yes is_triggered_only = yes trigger = { situation_progress >= 90 NOT = { has_situation_flag = divination_occurring } } immediate = { fire_on_action = { on_action = on_shroudwalker_divination_locus_situation } } } #Fallback Event in case no event is selected for per Divination - Money Back! situation_event = { id = enclave.5557 title = "enclave.5557.name" desc = "enclave.5557.desc" diplomatic = yes custom_gui = "enclave_artist_window" custom_gui_option = "enclave_artist_option" picture_event_data = { portrait = event_target:shroudwalker_enclave_country room = shroudwalkers_room } location = event_target:shroudwalker_enclave_system is_triggered_only = yes option = { name = enclave.5557.a owner = { add_resource = { energy = 1000 } } } } #Wayward Pilgrims situation_event = { id = enclave.5560 hide_window = yes is_triggered_only = yes trigger = { NOT = { has_situation_flag = divination_occurring } owner = { NOR = { has_country_flag = wayward_pilgrims_flag has_country_flag = active_divination_event } } } immediate = { set_situation_flag = divination_occurring save_event_target_as = pilgrims_divination_situation owner = { set_country_flag = active_divination_event country_event = { id = enclave.5566 } } } } country_event = { id = enclave.5566 title = "enclave.5566.name" desc = "enclave.5566.desc" picture = GFX_evt_cargoship_caravan show_sound = event_default location = ROOT situation = from #this will only do anything if from is actually a situation is_triggered_only = yes immediate = { set_country_flag = active_divination_event set_country_flag = wayward_pilgrims_flag } option = { name = ACKNOWLEDGED hidden_effect = { country_event = { id = enclave.5565 } } } } #Incoming transmission country_event = { id = enclave.5565 title = "enclave.5566.name" desc = "enclave.5565.desc" trackable = yes diplomatic = yes situation = from #this will only do anything if from is actually a situation is_triggered_only = yes immediate = { set_country_flag = wayward_pilgrims_flag } picture_event_data = { room = no_video_feed_room } option = { name = enclave.5565.a event_target:pilgrims_divination_situation = { add_situation_progress = 20 } add_resource = { food = -2000 influence = -50 } hidden_effect = { country_event = { id = enclave.5570 days = 180 random = 20 } } if = { limit = { owner = { is_xenophile = yes } } add_modifier = { modifier = wayward_pilgrim_00 days = -1 } } else_if = { limit = { owner = { is_xenophobe = yes } } add_modifier = { modifier = wayward_pilgrim_01 days = -1 } } } option = { name = enclave.5565.b event_target:pilgrims_divination_situation = { add_situation_progress = 15 } hidden_effect = { country_event = { id = enclave.5575 days = 120 random = 20 } } if = { limit = { owner = { is_xenophile = yes } } add_modifier = { modifier = wayward_pilgrim_02 days = -1 } } else_if = { limit = { owner = { is_xenophobe = yes } } add_modifier = { modifier = wayward_pilgrim_03 days = -1 } } } option = { name = enclave.5565.c hidden_effect = { country_event = { id = enclave.5575 days = 150 random = 20 } } if = { limit = { owner = { is_xenophile = yes } } add_modifier = { modifier = wayward_pilgrim_04 days = -1 } } else_if = { limit = { owner = { is_xenophobe = yes } } add_modifier = { modifier = wayward_pilgrim_05 days = -1 } } } } #Wayward Pilgrims - Follow Up Event (A Chain) country_event = { id = enclave.5570 title = "enclave.5570.name" desc = "enclave.5570.desc" trackable = yes diplomatic = yes situation = from #this will only do anything if from is actually a situation is_triggered_only = yes picture_event_data = { room = no_video_feed_room } option = { name = enclave.5570.a event_target:pilgrims_divination_situation = { add_situation_progress = 15 } add_resource = { energy = -1000 influence = -50 } hidden_effect = { country_event = { id = enclave.5571 days = 180 random = 20 } } } option = { name = enclave.5570.b owner = { remove_modifier = wayward_pilgrim_00 remove_modifier = wayward_pilgrim_01 } country_event = { id = enclave.5575 days = 200 random = 20 } } } country_event = { id = enclave.5571 title = "enclave.5571.name" desc = "enclave.5571.desc" trackable = yes diplomatic = yes situation = from #this will only do anything if from is actually a situation is_triggered_only = yes picture_event_data = { room = no_video_feed_room } immediate = { remove_modifier = wayward_pilgrim_00 remove_modifier = wayward_pilgrim_01 } option = { name = UNDERSTOOD add_modifier = { modifier = wayward_pilgrim_06 days = 1801 } } } #Wayward Pilgrims - Follow Up Event (B / C Chains) country_event = { id = enclave.5575 title = "enclave.5575.name" desc = "enclave.5575.desc" picture = GFX_evt_sabotaged_ship show_sound = event_screams location = ROOT situation = from #this will only do anything if from is actually a situation is_triggered_only = yes immediate = { remove_modifier = wayward_pilgrim_02 remove_modifier = wayward_pilgrim_03 remove_modifier = wayward_pilgrim_04 remove_modifier = wayward_pilgrim_05 random_system_within_border = { save_event_target_as = wayward_pilgrims_system create_ambient_object = { type = "psi_storm_1" location = event_target:wayward_pilgrims_system } last_created_ambient_object = { set_ambient_object_flag = wayward_psi_storm } } } option = { name = enclave.5575.a hidden_effect = { country_event = { id = enclave.5576 days = 1801 } } add_modifier = { modifier = wayward_pilgrim_07 days = 1801 } } } #Wayward Pilgrims - Hidden Event to Remove Psi Storm country_event = { id = enclave.5576 hide_window = yes is_triggered_only = yes immediate = { event_target:wayward_pilgrims_system = { random_system_ambient_object = { limit = { has_ambient_object_flag = wayward_psi_storm } destroy_ambient_object = this } } } } ## Strange Manifestations - Shroud Tunnel Event fleet_event = { id = enclave.6000 title = "enclave.6000.name" desc = { trigger = { hidden:owner = { switch = { trigger = has_ethic ethic_xenophile = { text = enclave.6000.a.desc } ethic_xenophobe = { text = enclave.6000.b.desc } ethic_gestalt_consciousness = { if = { limit = { is_machine_empire = yes } text = enclave.6000.d.desc } else = { text = enclave.6000.e.desc } } default = { text = enclave.6000.a.desc } } } } } picture = GFX_evt_shroud_tunnel show_sound = event_mystic_reveal location = FROM is_triggered_only = yes trigger = { NOT = { has_fleet_flag = strange_manifestations } exists = leader leader = { is_leader_tier = leader_tier_default } owner = { NOR = { has_country_flag = strange_manifestations_cooldown is_wilderness_empire = yes } } } immediate = { set_fleet_flag = strange_manifestations owner = { set_timed_country_flag = { flag = strange_manifestations_cooldown days = 720 } } if = { limit = { exists = leader leader = { species = { species_portrait = mol12 } } } leader = { change_leader_portrait = mam_rat } } else = { leader = { change_leader_portrait = mol12 } } } option = { name = INTERESTING leader = { add_experience = 200 } ai_chance = { factor = 1 } } option = { name = enclave.6000b.a trigger = { owner = { has_ethic = ethic_xenophobe } } leader = { save_event_target_as = dissected_leader exile_leader_as = dissected_leader } owner = { add_monthly_resource_mult = { resource = society_research value = @tier1researchreward min = @tier1researchmin max = @tier1researchmax } } } option = { name = enclave.6000b.b trigger = { owner = { is_fanatic_xenophobe = yes } } leader = { save_event_target_as = dissected_leader exile_leader_as = dissected_leader } owner = { add_monthly_resource_mult = { resource = society_research value = @tier1researchreward min = @tier1researchmin max = @tier1researchmax } } } option = { name = enclave.6000d.a trigger = { owner = { is_machine_empire = yes } } leader = { save_event_target_as = terminated_leader exile_leader_as = terminated_leader } owner = { add_monthly_resource_mult = { resource = society_research value = @tier1researchreward min = @tier1researchmin max = @tier1researchmax } } } option = { name = enclave.6000e.a trigger = { owner = { has_ethic = ethic_gestalt_consciousness NOT = {is_machine_empire = yes } } } leader = { save_event_target_as = dissected_leader exile_leader_as = dissected_leader } owner = { add_monthly_resource_mult = { resource = society_research value = @tier1researchreward min = @tier1researchmin max = @tier1researchmax } } } } ## Mind Wipe - Shroud Tunnel Event ## fleet_event = { id = enclave.6005 title = "enclave.6005.name" desc = { trigger = { owner = { NOR = { is_hive_empire = yes is_machine_empire = yes } } } text = enclave.6005.a.desc } desc = { trigger = { owner = { is_hive_empire = yes } } text = enclave.6005.b.desc } desc = { trigger = { owner = { is_machine_empire = yes } } text = enclave.6005.c.desc } picture = GFX_evt_genetic_modification show_sound = event_mystic_reveal location = FROM is_triggered_only = yes trigger = { exists = leader NOR = { owner = { has_country_flag = mind_wipe_cooldown } has_fleet_flag = mind_wipe } } immediate = { set_fleet_flag = mind_wipe owner = { set_timed_country_flag = { flag = mind_wipe_cooldown days = 720 } } if = { limit = { exists = leader leader = { NOR = { has_trait = leader_trait_admiral_mind_wipe_01 has_trait = leader_trait_admiral_mind_wipe_02 has_trait = leader_trait_general_mind_wipe_01 has_trait = leader_trait_general_mind_wipe_02 has_trait = leader_trait_scientist_mind_wipe_01 has_trait = leader_trait_scientist_mind_wipe_02 has_trait = leader_trait_ruler_mind_wipe_01 has_trait = leader_trait_ruler_mind_wipe_02 has_trait = gestalt_trait_commander_mind_wipe_01 has_trait = gestalt_trait_commander_mind_wipe_02 has_trait = gestalt_trait_general_mind_wipe_01 has_trait = gestalt_trait_general_mind_wipe_02 # has_trait = gestalt_trait_scientist_mind_wipe_01 has_trait = gestalt_trait_scientist_mind_wipe_02 has_trait = gestalt_trait_ruler_mind_wipe_01 has_trait = gestalt_trait_ruler_mind_wipe_02 } } } root = { fleet_event = { id = enclave.6010 days = 30 } } } } option = { name = CURIOUS } } fleet_event = { id = enclave.6010 title = "enclave.6010.name" desc = { trigger = { owner = { NOR = { is_hive_empire = yes is_machine_empire = yes } } } text = enclave.6010.a.desc } desc = { trigger = { owner = { is_hive_empire = yes } } text = enclave.6010.b.desc } desc = { trigger = { owner = { is_machine_empire = yes } } text = enclave.6010.c.desc } picture = GFX_evt_surreal_visions show_sound = event_mystic_reveal location = FROM is_triggered_only = yes trigger = { exists = leader if = { limit = { owner = { is_gestalt = no } } leader = { NOR = { has_trait = leader_trait_admiral_mind_wipe_01 has_trait = leader_trait_admiral_mind_wipe_02 has_trait = leader_trait_general_mind_wipe_01 has_trait = leader_trait_general_mind_wipe_02 has_trait = leader_trait_scientist_mind_wipe_01 has_trait = leader_trait_scientist_mind_wipe_02 has_trait = leader_trait_ruler_mind_wipe_01 has_trait = leader_trait_ruler_mind_wipe_02 } } } if = { limit = { owner = { is_gestalt = yes } } leader = { NOR = { has_trait = gestalt_trait_commander_mind_wipe_01 has_trait = gestalt_trait_commander_mind_wipe_02 has_trait = gestalt_trait_general_mind_wipe_01 has_trait = gestalt_trait_general_mind_wipe_02 # has_trait = gestalt_trait_scientist_mind_wipe_01 has_trait = gestalt_trait_scientist_mind_wipe_02 has_trait = gestalt_trait_ruler_mind_wipe_01 has_trait = gestalt_trait_ruler_mind_wipe_02 } } } } option = { name = UNDERSTOOD if = { limit = { owner = { is_gestalt = no } } leader = { switch = { trigger = leader_class commander = { random_list = { 2 = { add_trait = { trait = leader_trait_admiral_mind_wipe_01 } } 2 = { add_trait = { trait = leader_trait_admiral_mind_wipe_02 } } 2 = { add_trait = { trait = leader_trait_general_mind_wipe_01 } } 2 = { add_trait = { trait = leader_trait_general_mind_wipe_02 } } 1 = { add_trait = { trait = leader_trait_ruler_mind_wipe_01 } } 1 = { add_trait = { trait = leader_trait_ruler_mind_wipe_02 } } } } scientist = { random_list = { 4 = { add_trait = { trait = leader_trait_scientist_mind_wipe_01 } } 4 = { add_trait = { trait = leader_trait_scientist_mind_wipe_02 } } 1 = { add_trait = { trait = leader_trait_ruler_mind_wipe_01 } } 1 = { add_trait = { trait = leader_trait_ruler_mind_wipe_02 } } } } } } } if = { limit = { owner = { is_gestalt = yes } } leader = { switch = { trigger = leader_class commander = { random_list = { 1 = { add_trait = { trait = gestalt_trait_commander_mind_wipe_01 } } 1 = { add_trait = { trait = gestalt_trait_commander_mind_wipe_02 } } 1 = { add_trait = { trait = gestalt_trait_general_mind_wipe_01 } } 1 = { add_trait = { trait = gestalt_trait_general_mind_wipe_02 } } } } scientist = { add_trait = { trait = gestalt_trait_scientist_mind_wipe_02 } } } } } } } country_event = { id = enclave.6015 title = enclave.6015.name desc = enclave.6015.desc picture = GFX_evt_physics_research location = from is_triggered_only = yes option = { name = UNDERSTOOD } } #Dreamer's Wake - Shroud Tunnel Event fleet_event = { id = enclave.6020 title = "enclave.6020.name" desc = "enclave.6020.desc" picture = GFX_evt_shroud_tunnel show_sound = event_mystic_reveal location = FROM is_triggered_only = yes trigger = { owner = { NOT = { has_country_flag = dreamers_wake_cooldown } } is_ship_class = shipclass_science_ship } immediate = { owner = { set_timed_country_flag = { flag = dreamers_wake_cooldown days = 720 } } } option = { name = WORRYING hidden_effect = { fleet_event = { id = enclave.6025 days = 180 } } if = { limit = { exists = leader } leader = { add_experience = 100 } } } } fleet_event = { id = enclave.6025 title = "enclave.6025.name" desc = "enclave.6025.desc" picture = GFX_evt_sapient_AI show_sound = event_mystic_reveal location = FROM is_triggered_only = yes option = { name = "enclave.6025.a" add_modifier = { modifier = embrace_dreamer days = -1 } } option = { name = "enclave.6025.b" trigger = { owner = { is_spiritualist = yes } } owner = { add_modifier = { modifier = eliminate_dreamer days = 1080 } } } } ### Introduction Events country_event = { # Shroudwalkers id = enclave.7000 title = enclave.7000.title desc = enclave.7000.desc is_triggered_only = yes diplomatic = yes custom_gui = "enclave_artist_window" custom_gui_option = "enclave_artist_option" picture_event_data = { portrait = event_target:shroudwalker_enclave_country room = shroudwalkers_room } location = event_target:shroudwalker_enclave_system trigger = { is_ai = no NOT = { has_country_flag = shroudwalker_enclave_diplomacy_engaged } exists = event_target:shroudwalker_enclave_country NOR = { is_hostile = event_target:shroudwalker_enclave_country is_homicidal = yes has_communications = event_target:shroudwalker_enclave_country } } immediate = { hidden_effect = { set_country_flag = shroudwalker_enclave_diplomacy_engaged establish_communications_no_message = event_target:shroudwalker_enclave_country every_system = { limit = { has_star_flag = shroudwalker_enclave_system } prev = { set_visited = prev } } } } option = { name = enclave.7000.a } } country_event = { # Salvagers id = enclave.7005 title = enclave.7005.title desc = enclave.7005.desc is_triggered_only = yes diplomatic = yes custom_gui = "enclave_salvager_window" custom_gui_option = "enclave_salvager_option" picture_event_data = { portrait = event_target:salvager_enclave_country room = salvagers_room } location = event_target:salvager_enclave_system trigger = { is_ai = no NOR = { has_country_flag = salvager_enclave_diplomacy_engaged has_country_flag = cosmogenesis_empire_has_won } exists = event_target:salvager_enclave_country NOR = { is_hostile = event_target:salvager_enclave_country is_homicidal = yes has_communications = event_target:salvager_enclave_country } OR = { has_technology = tech_battleships has_technology = tech_starbase_5 has_technology = tech_mega_engineering AND = { has_technology = tech_habitat_1 has_void_dweller_origin = no } } } immediate = { set_country_flag = salvager_enclave_diplomacy_engaged establish_communications_no_message = event_target:salvager_enclave_country } option = { name = enclave.7005.a trigger = { is_xenophobe = no } add_monthly_resource_mult = { resource = alloys value = @tier2materialreward min = @tier2materialmin max = @tier2materialmax } } option = { name = enclave.7005.b trigger = { is_xenophobe = yes } add_monthly_resource_mult = { resource = alloys value = @tier2materialreward min = @tier2materialmin max = @tier2materialmax } } } ################################## # SHROUDWALKER ENCLAVE (APPENDIX) ################################## # Shroudwalker Insight modifier country_event = { # Purchasing Insight id = enclave.7050 base = enclave.405 desc_clear = yes option_clear = yes desc = enclave.7050.desc trigger = { any_spynetwork = { owner = { is_same_value = root } target = { is_country_type = default } exists = leader } } immediate = { every_spynetwork = { limit = { owner = { is_same_value = root } target = { is_country_type = default } exists = leader } save_spynetwork_country = yes } } #Back to menu option = { name = enclave.410.a hidden_effect = { country_event = { id = enclave.405 } } } option = { name = enclave.7050.a trigger = { exists = event_target:spynetwork_country_1 } allow = { shroudwalker_insight_purchasing_trigger = { TARGET = event_target:spynetwork_country_1 } } shroudwalker_insight_purchasing_effect = { TARGET = event_target:spynetwork_country_1 } } option = { name = enclave.7050.b trigger = { exists = event_target:spynetwork_country_2 } allow = { shroudwalker_insight_purchasing_trigger = { TARGET = event_target:spynetwork_country_2 } } shroudwalker_insight_purchasing_effect = { TARGET = event_target:spynetwork_country_2 } } option = { name = enclave.7050.c trigger = { exists = event_target:spynetwork_country_3 } allow = { shroudwalker_insight_purchasing_trigger = { TARGET = event_target:spynetwork_country_3 } } shroudwalker_insight_purchasing_effect = { TARGET = event_target:spynetwork_country_3 } } option = { name = enclave.7050.d trigger = { exists = event_target:spynetwork_country_4 } allow = { shroudwalker_insight_purchasing_trigger = { TARGET = event_target:spynetwork_country_4 } } shroudwalker_insight_purchasing_effect = { TARGET = event_target:spynetwork_country_4 } } option = { name = enclave.7050.e trigger = { exists = event_target:spynetwork_country_5 } allow = { shroudwalker_insight_purchasing_trigger = { TARGET = event_target:spynetwork_country_5 } } shroudwalker_insight_purchasing_effect = { TARGET = event_target:spynetwork_country_5 } } option = { name = enclave.7050.f trigger = { exists = event_target:spynetwork_country_6 } allow = { shroudwalker_insight_purchasing_trigger = { TARGET = event_target:spynetwork_country_6 } } shroudwalker_insight_purchasing_effect = { TARGET = event_target:spynetwork_country_6 } } option = { name = GOODBYE default_hide_option = yes } } country_event = { # Purchased Insight id = enclave.7055 base = enclave.405 desc_clear = yes option_clear = yes desc = enclave.7055.desc option = { name = DOTDOTDOT } } country_event = { # Insight - Asset id = enclave.7060 base = enclave.405 desc_clear = yes option_clear = yes desc = enclave.7060.desc trigger = { any_spynetwork = { owner = { is_same_value = root } target = { is_same_value = from } exists = leader } } option = { name = INTERESTING if = { limit = { from = { is_hive_empire = yes } } random_spynetwork = { limit = { owner = { is_same_value = root } target = { is_same_value = from } exists = leader } espionage_create_asset_hive = yes } } else_if = { limit = { from = { is_machine_empire = yes } } random_spynetwork = { limit = { owner = { is_same_value = root } target = { is_same_value = from } exists = leader } espionage_create_asset_machine = yes } } else = { random_spynetwork = { limit = { owner = { is_same_value = root } target = { is_same_value = from } exists = leader } espionage_create_asset_regular = yes } } } } country_event = { # Insight - Spy Network Level id = enclave.7065 base = enclave.405 desc_clear = yes option_clear = yes desc = enclave.7065.desc trigger = { any_spynetwork = { owner = { is_same_value = root } target = { is_same_value = from } exists = leader } } immediate = { custom_tooltip = enclave.7065.tt hidden_effect = { random_spynetwork = { limit = { owner = { is_same_value = root } target = { is_same_value = from } exists = leader } add_spy_network_level = 15 } } } option = { name = INTERESTING } } country_event = { # Insight - Intel id = enclave.7070 base = enclave.405 desc_clear = yes option_clear = yes desc = enclave.7070.desc trigger = { any_spynetwork = { owner = { is_same_value = root } target = { is_same_value = from } exists = leader } } immediate = { custom_tooltip = enclave.7070.tt hidden_effect = { add_intel = { who = fromfrom amount = 20 } } } option = { name = INTERESTING } } country_event = { # Insight - Nothing id = enclave.7075 base = enclave.405 desc_clear = yes option_clear = yes desc = enclave.7075.desc option = { name = enclave.7075.a } } # Shroudwalker Teacher country_event = { id = enclave.7100 base = enclave.405 desc_clear = yes option_clear = yes desc = enclave.7100.desc #Back to menu option = { name = enclave.410.a hidden_effect = { country_event = { id = enclave.405 } } } option = { name = enclave.7100.a allow = { custom_tooltip = { fail_text = shroudwalker_teacher_cooldown_tt NOT = { has_country_flag = shroudwalker_teacher_cooldown } } custom_tooltip = { fail_text = shroudwalker_teacher_already_bought NOT = { any_owned_leader = { has_leader_flag = shroudwalker_teacher } } } resource_stockpile_compare = { resource = influence value >= 50 } resource_stockpile_compare = { resource = energy value >= 10 mult = root.trigger:empire_size } } add_resource = { influence = -50 } add_resource = { energy = -10 mult = root.trigger:empire_size } custom_tooltip = opinion10 custom_tooltip = shroudwalker_teacher_explanation if = { limit = { has_paragon_dlc = yes is_gestalt = no } custom_tooltip = unlocks_shroudwalker_council_position } hidden_effect = { event_target:shroudwalker_enclave_country = { add_trust = { who = root amount = 10 } species = { save_event_target_as = shroudwalker_species } } create_shroudwalker_teacher_effect = yes set_timed_country_flag = { flag = shroudwalker_teacher_cooldown days = 720 } set_saved_date = { key = shroudwalker_teacher_timer days_from_present = 720 expires = 720 } country_event = { id = enclave.7105 } # Post-Sale Message } } option = { name = GOODBYE default_hide_option = yes } } # Shroudwalker Teacher: Post-Sale Message (back to main menu) country_event = { id = enclave.7105 base = enclave.405 desc_clear = yes desc = enclave.7105.desc } # Ask about the Many-Tentacled Guest (Jaunted Traveler event chain) country_event = { id = enclave.7110 base = enclave.405 desc_clear = yes option_clear = yes desc = enclave.7110.desc #Back to menu option = { name = "enclave.7110.a" custom_tooltip = "enclave.7110.a.tooltip" set_country_flag = jaunted_traveler_secret_revealed add_monthly_resource_mult = { resource = physics_research value = @tier2researchreward min = @tier2researchmin max = @tier2researchmax } hidden_effect = { country_event = { id = enclave.405 } } } } # Revoke Shroudwalker Teacher upon attacking the Shroudwalkers # via on_entering_battle | from = attacked country (Shroudwalkers) country_event = { id = enclave.7200 hide_window = yes is_triggered_only = yes trigger = { exists = event_target:shroudwalker_enclave_country from = { is_same_value = event_target:shroudwalker_enclave_country } any_owned_leader = { has_leader_flag = shroudwalker_teacher } NOT = { has_country_flag = attacked_shroudwalkers } } immediate = { set_country_flag = attacked_shroudwalkers random_owned_leader = { limit = { has_leader_flag = shroudwalker_teacher } leader_event = { id = enclave.8000 days = 5 scopes = { FROM = event_target:shroudwalker_enclave_country } } } } } # Shroudwalker Zro harvesting country_event = { id = enclave.7250 base = enclave.405 desc_clear = yes option_clear = yes desc = enclave.7250.desc #Back to menu option = { name = enclave.410.a hidden_effect = { country_event = { id = enclave.405 } } } option = { name = enclave.7250.a allow = { resource_stockpile_compare = { resource = energy value >= 4000 } resource_stockpile_compare = { resource = influence value >= 75 } } add_resource = { energy = -4000 influence = -75 } custom_tooltip = opinion10 add_research_option = tech_mine_zro add_tech_progress = { tech = tech_mine_zro progress = 0.6 } add_modifier = { modifier = shroudwalker_zro_tithe days = -1 } hidden_effect = { random_planet_within_border = { limit = { has_deposit = no has_anomaly = no } add_deposit = d_zro_deposit_1 } set_country_flag = purchased_zro_tech country_event = { id = enclave.7255 } # Post-Sale Message } } option = { name = GOODBYE default_hide_option = yes } } # Shroudwalker Teacher: Post-Sale Message (back to main menu) country_event = { id = enclave.7255 base = enclave.405 desc_clear = yes desc = enclave.7255.desc } leader_event = { id = enclave.8000 title = enclave.8000.name picture = { picture = GFX_evt_shroudwalker_enclave trigger = { has_leader_flag = shroudwalker_teacher } } desc = { text = enclave.8000.shroudwalker_teacher.desc.councilor trigger = { has_leader_flag = shroudwalker_teacher is_councilor = yes } } desc = { text = enclave.8000.shroudwalker_teacher.desc trigger = { has_leader_flag = shroudwalker_teacher is_councilor = no } } picture = { picture = GFX_evt_salvager_enclave_disassembly trigger = { has_leader_flag = master_salvager } } desc = { text = enclave.8000.master_salvager.desc.councilor trigger = { has_leader_flag = master_salvager is_councilor = yes } } desc = { text = enclave.8000.master_salvager.desc trigger = { has_leader_flag = master_salvager is_councilor = no } } picture = { picture = GFX_evt_physics_research trigger = { has_leader_flag = curator_archivist } } desc = { text = enclave.8000.curator_archivist.desc.councilor trigger = { has_leader_flag = curator_archivist is_councilor = yes } } desc = { text = enclave.8000.curator_archivist.desc trigger = { has_leader_flag = curator_archivist is_councilor = no } } picture = { picture = GFX_evt_cargoship_caravan trigger = { has_leader_flag = trader_leader } } desc = { text = enclave.8000.trader_leader.desc.councilor trigger = { has_leader_flag = trader_leader is_councilor = yes } } desc = { text = enclave.8000.trader_leader.desc trigger = { has_leader_flag = trader_leader is_councilor = no } } show_sound = event_default is_triggered_only = yes event_window_type = leader_story event_picture_background = "GFX_leader_recruitment_bg_renowned" picture_event_data = { portrait = root } immediate = { switch = { trigger = has_trait leader_trait_shroudwalker = { owner = { remove_country_flag = attacked_shroudwalkers } } leader_trait_master_salvager = { owner = { remove_country_flag = attacked_salvagers } } leader_trait_curator = { owner = { remove_country_flag = remove_curator_archivist } } leader_trait_xuracorp_liaison = { owner = { remove_country_flag = attacked_trader_enclave_country_1 } } leader_trait_riggan_liaison = { owner = { remove_country_flag = attacked_trader_enclave_country_2 } } leader_trait_muutagan_liaison = { owner = { remove_country_flag = attacked_trader_enclave_country_3 } } } } option = { name = DISAPPOINTING if = { limit = { is_councilor = yes } owner = { add_council_agenda_progress_percent = -0.20 } } if = { limit = { is_councilor = yes is_enclave_councilor_type = yes } owner = { unlock_council_selection = yes } } custom_tooltip = leader_leaves_tt hidden_effect = { exile_leader_as = exiled_enclave_leader@root } } }