namespace = deficit #Energy Deficit situation_event = { id = deficit.100 title = deficit.100.name desc = { text = deficit.100.desc trigger = { owner = { is_gestalt = no } } } desc = { text = deficit.100.desc.gestalt trigger = { owner = { is_gestalt = yes } } } picture = GFX_evt_deficit show_sound = event_bad_omen is_triggered_only = yes situation = this abort_trigger = { situation_progress >= 100 } immediate = { owner = { ordered_pop_faction = { limit = { is_owner_ethic_pop_faction = yes NOT = { has_modifier = faction_loan_taken } } order_by = trigger:pop_amount position = 0 save_event_target_as = ruler_pop_faction } ordered_owned_planet = { limit = { is_capital = no NOT = { is_planet_class = pc_cosmogenesis_world } } order_by = trigger:pop_amount position = 0 save_event_target_as = looted_planet } if = { limit = { NOT = { exists = event_target:looted_planet } } capital_scope = { save_event_target_as = looted_planet } } } } option = { name = deficit.100.A trigger = { exists = event_target:ruler_pop_faction } owner = { add_resource = { energy = 0.5 mult = event_target:ruler_pop_faction.trigger:pop_amount } event_target:ruler_pop_faction = { add_modifier = { modifier = faction_loan_taken years = 10 } } } } option = { name = deficit.100.B owner = { add_resource = { energy = 1 mult = event_target:looted_planet.trigger:pop_amount } event_target:looted_planet = { add_planet_devastation = 50 } } } option = { name = deficit.100.C } } situation_event = { id = deficit.110 title = BANKRUPTCY desc = { text = deficit.110.desc trigger = { owner = { is_regular_empire = yes } } } desc = { text = deficit.110.desc.gestalt trigger = { owner = { is_gestalt = yes } } } picture = GFX_evt_deficit show_sound = event_life_support_fail is_triggered_only = yes situation = this force_open = yes option = { name = UNFORTUNATE owner = { add_resource = { energy = @bailout_basic_base_amount mult = value:bailout_scaling_factor } country_defaulted_effect = yes } } after = { destroy_situation = this } } #Mineral Deficit situation_event = { id = deficit.125 title = deficit.125.name desc = { text = deficit.125.desc trigger = { owner = { is_gestalt = no } } } desc = { text = deficit.125.desc.gestalt trigger = { owner = { is_gestalt = yes } } } picture = GFX_evt_deficit show_sound = event_bad_omen is_triggered_only = yes situation = this abort_trigger = { situation_progress >= 100 } immediate = { owner = { ordered_pop_faction = { limit = { is_owner_ethic_pop_faction = yes NOT = { has_modifier = faction_loan_taken } } order_by = trigger:pop_amount position = 0 save_event_target_as = ruler_pop_faction } ordered_owned_planet = { limit = { is_capital = no NOT = { is_planet_class = pc_cosmogenesis_world } } order_by = trigger:pop_amount position = 0 save_event_target_as = looted_planet } if = { limit = { NOT = { exists = event_target:looted_planet } } capital_scope = { save_event_target_as = looted_planet } } } } option = { name = deficit.140.A trigger = { owner = { is_lithoid_empire = yes num_buildings = { type = building_clone_vats disabled = no value > 0 } } } owner = { custom_tooltip = deficit.140.A.tooltip add_resource = { minerals = 100 mult = value:num_active_buildings|BUILDING|building_clone_vats| } hidden_effect = { every_owned_planet = { limit = { has_active_building = building_clone_vats } ruin_building = building_clone_vats } } } } option = { name = deficit.100.A trigger = { exists = event_target:ruler_pop_faction } owner = { add_resource = { minerals = 0.5 mult = event_target:ruler_pop_faction.trigger:pop_amount } event_target:ruler_pop_faction = { add_modifier = { modifier = faction_loan_taken years = 10 } } } } option = { name = deficit.100.B owner = { add_resource = { minerals = 1 mult = event_target:looted_planet.trigger:pop_amount } event_target:looted_planet = { add_planet_devastation = 50 } } } option = { name = deficit.100.C } } situation_event = { id = deficit.130 title = BANKRUPTCY desc = { text = deficit.130.desc trigger = { owner = { is_regular_empire = yes } } } desc = { text = deficit.130.desc.gestalt trigger = { owner = { is_gestalt = yes } } } picture = GFX_evt_deficit show_sound = event_life_support_fail is_triggered_only = yes situation = this force_open = yes option = { name = UNFORTUNATE owner = { add_resource = { minerals = @bailout_basic_base_amount mult = value:bailout_scaling_factor } country_defaulted_effect = yes } } after = { destroy_situation = this } } #Food Deficit situation_event = { id = deficit.140 title = deficit.140.name desc = deficit.140.desc picture = GFX_evt_deficit show_sound = event_bad_omen is_triggered_only = yes situation = this abort_trigger = { situation_progress >= 100 } immediate = { owner = { ordered_owned_planet = { limit = { OR = { num_districts = { type = district_farming value >= 4 } num_districts = { type = district_rw_farming value >= 1 } } } position = 0 order_by = value:farming_districts_value save_event_target_as = looted_planet } } } option = { name = deficit.140.A trigger = { owner = { is_lithoid_empire = no num_buildings = { type = building_clone_vats disabled = no value > 0 } } } owner = { custom_tooltip = deficit.140.A.tooltip add_resource = { food = 100 mult = value:num_active_buildings|BUILDING|building_clone_vats| } hidden_effect = { every_owned_planet = { limit = { has_active_building = building_clone_vats } ruin_building = building_clone_vats } } } } option = { name = deficit.140.B trigger = { owner = { num_buildings = { type = building_bio_reactor disabled = no value > 0 } } } owner = { custom_tooltip = deficit.140.B.tooltip add_resource = { food = 100 mult = value:num_active_buildings|BUILDING|building_bio_reactor| } hidden_effect = { every_owned_planet = { limit = { has_active_building = building_bio_reactor } while = { #each planet can have multiple limit = { has_active_building = building_bio_reactor } ruin_building = building_bio_reactor } } } } } option = { name = deficit.100.B trigger = { exists = event_target:looted_planet } owner = { add_resource = { food = 500 mult = event_target:looted_planet.value:farming_districts_value } } event_target:looted_planet = { add_planet_devastation = 50 } } option = { name = deficit.100.C } } situation_event = { id = deficit.145 title = BANKRUPTCY desc = { text = deficit.145.desc trigger = { owner = { is_regular_empire = yes } } } desc = { text = deficit.145.desc.gestalt trigger = { owner = { is_gestalt = yes is_wilderness_empire = no } } } desc = { text = deficit.145.desc.wilderness trigger = { owner = { is_wilderness_empire = yes } } } picture = GFX_evt_deficit show_sound = event_life_support_fail is_triggered_only = yes situation = this force_open = yes option = { name = UNFORTUNATE owner = { add_resource = { food = @bailout_basic_base_amount mult = value:bailout_scaling_factor } country_defaulted_effect = yes } } after = { destroy_situation = this } } #Consumer Goods Deficit situation_event = { id = deficit.155 title = deficit.155.name desc = { text = deficit.155.desc trigger = { owner = { is_gestalt = no } } } desc = { text = deficit.155.desc.gestalt trigger = { owner = { is_gestalt = yes } } } picture = GFX_evt_deficit show_sound = event_bad_omen is_triggered_only = yes situation = this abort_trigger = { situation_progress >= 100 } immediate = { owner = { ordered_pop_faction = { limit = { is_owner_ethic_pop_faction = yes NOT = { has_modifier = faction_loan_taken } } order_by = trigger:pop_amount position = 0 save_event_target_as = ruler_pop_faction } } } option = { name = deficit.100.A trigger = { exists = event_target:ruler_pop_faction } owner = { add_resource = { consumer_goods = 0.25 mult = event_target:ruler_pop_faction.trigger:pop_amount } event_target:ruler_pop_faction = { add_modifier = { modifier = faction_loan_taken years = 10 } } } } option = { name = deficit.155.A owner = { add_modifier = { modifier = consumer_goods_rationing years = 10 } } } option = { name = deficit.100.C } } situation_event = { id = deficit.160 title = BANKRUPTCY desc = deficit.160.desc picture = GFX_evt_deficit show_sound = event_life_support_fail is_triggered_only = yes situation = this force_open = yes option = { name = UNFORTUNATE owner = { add_resource = { consumer_goods = @bailout_consumer_goods_base_amount mult = value:bailout_scaling_factor } country_defaulted_effect = yes } } after = { destroy_situation = this } } #Alloys Deficit situation_event = { id = deficit.170 title = deficit.170.name desc = { text = deficit.170.desc trigger = { owner = { is_machine_empire = no } } } desc = { text = deficit.170.desc.machine trigger = { owner = { is_machine_empire = yes } } } picture = GFX_evt_deficit show_sound = event_bad_omen is_triggered_only = yes situation = this abort_trigger = { situation_progress >= 100 } immediate = { owner = { # if normal empire, get all non-sapient or enslaved robots if = { limit = { is_machine_empire = no } ordered_owned_planet = { limit = { any_owned_pop_group = { OR = { is_shackled_robot = yes is_non_sapient_robot = yes } } } order_by = value:num_non_sapient_robots_on_planet position = 0 save_event_target_as = robots_planet event_target:robots_planet = { count_robots_to_recycle = { ALLOYS = 100 } } } } # if machine empire, the planet with most pops... else = { ordered_owned_planet = { limit = { any_owned_pop_group = { is_robot_pop_group = yes } } order_by = trigger:pop_amount position = 0 save_event_target_as = robots_planet event_target:robots_planet = { # ...and halven the number of recycled bots here count_robots_to_recycle = { ALLOYS = 100 } } } } } } # scrap all robots on a planet (normal empires) option = { name = deficit.170.A custom_tooltip = deficit.170.A.tooltip trigger = { owner = { is_machine_empire = no } exists = event_target:robots_planet } hidden_effect = { event_target:robots_planet = { every_owned_pop_group = { limit = { OR = { is_shackled_robot = yes is_non_sapient_robot = yes } } kill_all_pop = yes } } owner = { add_resource = { alloys = 1 mult = event_target:robots_planet.total_alloys_gained } } } } # scrap half robot pops on a planet (machine empires) option = { name = deficit.170.B custom_tooltip = deficit.170.B.tooltip trigger = { owner = { is_machine_empire = yes is_virtual_empire = no } exists = event_target:robots_planet } hidden_effect = { event_target:robots_planet = { every_owned_pop_group = { limit = { is_robot_pop_group = yes } kill_pop_group = { pop_group = this percentage = 0.5 } } } owner = { add_resource = { alloys = 1 mult = event_target:robots_planet.total_alloys_gained } } } } option = { name = deficit.100.C } } situation_event = { id = deficit.175 title = BANKRUPTCY desc = deficit.175.desc picture = GFX_evt_deficit show_sound = event_life_support_fail is_triggered_only = yes situation = this force_open = yes option = { name = UNFORTUNATE owner = { add_resource = { alloys = @bailout_alloys_base_amount mult = value:bailout_scaling_factor } country_defaulted_effect = yes } } after = { destroy_situation = this } } #Crystals Deficit situation_event = { id = deficit.185 title = deficit.185.name desc = deficit.185.desc picture = GFX_evt_deficit show_sound = event_bad_omen is_triggered_only = yes situation = this abort_trigger = { situation_progress >= 100 } immediate = { owner = { ordered_owned_planet = { limit = { is_capital = no NOT = { is_planet_class = pc_cosmogenesis_world } } order_by = trigger:pop_amount position = 0 save_event_target_as = looted_planet } if = { limit = { NOT = { exists = event_target:looted_planet } } capital_scope = { save_event_target_as = looted_planet } } random_system_within_border = { limit = { any_system_planet = { exists = orbital_station OR = { has_deposit = d_rare_crystals_1 has_deposit = d_rare_crystals_2 has_deposit = d_rare_crystals_3 has_deposit = d_rare_crystals_4 has_deposit = d_rare_crystals_5 } } } weights = { base = 1 modifier = { add = 2 any_system_planet = { has_deposit = d_rare_crystals_2 } } modifier = { add = 4 any_system_planet = { has_deposit = d_rare_crystals_3 } } modifier = { add = 6 any_system_planet = { has_deposit = d_rare_crystals_4 } } modifier = { add = 8 any_system_planet = { has_deposit = d_rare_crystals_5 } } } random_system_planet = { limit = { exists = orbital_station OR = { has_deposit = d_rare_crystals_1 has_deposit = d_rare_crystals_2 has_deposit = d_rare_crystals_3 has_deposit = d_rare_crystals_4 has_deposit = d_rare_crystals_5 } } weights = { base = 1 modifier = { add = 2 has_deposit = d_rare_crystals_2 } modifier = { add = 4 has_deposit = d_rare_crystals_3 } modifier = { add = 6 has_deposit = d_rare_crystals_4 } modifier = { add = 8 has_deposit = d_rare_crystals_5 } } save_event_target_as = deposit_planet } } } } option = { name = deficit.185.A #blow something up, create a blocker or two trigger = { exists = event_target:looted_planet } owner = { add_resource = { rare_crystals = 0.1 mult = event_target:looted_planet.trigger:pop_amount } } event_target:looted_planet = { add_planet_devastation = 25 add_blocker = { type = d_exploited_deposit_blocker } add_blocker = { type = d_exploited_deposit_blocker } } } option = { #sacrifice a deposit name = deficit.185.B trigger = { exists = event_target:deposit_planet } event_target:deposit_planet = { switch = { trigger = has_deposit d_rare_crystals_5 = { root.owner = { add_resource = { rare_crystals = 1250 } } } d_rare_crystals_4 = { root.owner = { add_resource = { rare_crystals = 1000 } } } d_rare_crystals_3 = { root.owner = { add_resource = { rare_crystals = 750 } } } d_rare_crystals_2 = { root.owner = { add_resource = { rare_crystals = 500 } } } d_rare_crystals_1 = { root.owner = { add_resource = { rare_crystals = 250 } } } } clear_deposits = yes hidden_effect = { orbital_station = { dismantle = yes } } } ai_chance = { factor = 0 } } option = { name = deficit.185.C } } situation_event = { id = deficit.190 title = BANKRUPTCY desc = { trigger = { owner = { is_wilderness_empire = no } } text = deficit.190.desc } desc = { trigger = { owner = { is_wilderness_empire = yes } } text = deficit.190.desc.wilderness } picture = GFX_evt_deficit show_sound = event_life_support_fail is_triggered_only = yes situation = this force_open = yes option = { name = UNFORTUNATE owner = { add_resource = { rare_crystals = @bailout_strategic_base_amount mult = value:bailout_scaling_factor } country_defaulted_effect = yes } } after = { destroy_situation = this } } #Motes Deficit situation_event = { id = deficit.200 title = deficit.200.name desc = deficit.200.desc picture = GFX_evt_deficit show_sound = event_bad_omen is_triggered_only = yes situation = this abort_trigger = { situation_progress >= 100 } immediate = { owner = { ordered_owned_planet = { limit = { is_capital = no NOT = { is_planet_class = pc_cosmogenesis_world } } order_by = trigger:pop_amount position = 0 save_event_target_as = looted_planet } if = { limit = { NOT = { exists = event_target:looted_planet } } capital_scope = { save_event_target_as = looted_planet } } random_system_within_border = { limit = { any_system_planet = { exists = orbital_station OR = { has_deposit = d_volatile_motes_1 has_deposit = d_volatile_motes_2 has_deposit = d_volatile_motes_3 has_deposit = d_volatile_motes_4 has_deposit = d_volatile_motes_5 } } } weights = { base = 1 modifier = { add = 2 any_system_planet = { has_deposit = d_volatile_motes_2 } } modifier = { add = 4 any_system_planet = { has_deposit = d_volatile_motes_3 } } modifier = { add = 6 any_system_planet = { has_deposit = d_volatile_motes_4 } } modifier = { add = 8 any_system_planet = { has_deposit = d_volatile_motes_5 } } } random_system_planet = { limit = { exists = orbital_station OR = { has_deposit = d_volatile_motes_1 has_deposit = d_volatile_motes_2 has_deposit = d_volatile_motes_3 has_deposit = d_volatile_motes_4 has_deposit = d_volatile_motes_5 } } weights = { base = 1 modifier = { add = 2 has_deposit = d_volatile_motes_2 } modifier = { add = 4 has_deposit = d_volatile_motes_3 } modifier = { add = 6 has_deposit = d_volatile_motes_4 } modifier = { add = 8 has_deposit = d_volatile_motes_5 } } save_event_target_as = deposit_planet } } } } option = { name = deficit.200.A #blow something up, create a blocker or two trigger = { exists = event_target:looted_planet } owner = { add_resource = { volatile_motes = 0.1 mult = event_target:looted_planet.trigger:pop_amount } } event_target:looted_planet = { add_planet_devastation = 25 add_blocker = { type = d_exploited_deposit_blocker } add_blocker = { type = d_exploited_deposit_blocker } } } option = { #sacrifice a deposit name = deficit.200.B trigger = { exists = event_target:deposit_planet } event_target:deposit_planet = { switch = { trigger = has_deposit d_volatile_motes_5 = { root.owner = { add_resource = { volatile_motes = 1250 } } } d_volatile_motes_4 = { root.owner = { add_resource = { volatile_motes = 1000 } } } d_volatile_motes_3 = { root.owner = { add_resource = { volatile_motes = 750 } } } d_volatile_motes_2 = { root.owner = { add_resource = { volatile_motes = 500 } } } d_volatile_motes_1 = { root.owner = { add_resource = { volatile_motes = 250 } } } } clear_deposits = yes hidden_effect = { orbital_station = { dismantle = yes } } } ai_chance = { factor = 0 } } option = { name = deficit.200.C } } situation_event = { id = deficit.205 title = BANKRUPTCY desc = { text = deficit.205.desc trigger = { owner = { is_regular_empire = yes } } } desc = { text = deficit.205.desc.gestalt trigger = { owner = { is_gestalt = yes is_wilderness_empire = no } } } desc = { text = deficit.205.desc.wilderness trigger = { owner = { is_wilderness_empire = yes } } } picture = GFX_evt_deficit show_sound = event_life_support_fail is_triggered_only = yes situation = this force_open = yes option = { name = UNFORTUNATE owner = { add_resource = { volatile_motes = @bailout_strategic_base_amount mult = value:bailout_scaling_factor } country_defaulted_effect = yes } } after = { destroy_situation = this } } #Gases Deficit situation_event = { id = deficit.215 title = deficit.215.name desc = deficit.215.desc picture = GFX_evt_deficit show_sound = event_bad_omen is_triggered_only = yes situation = this abort_trigger = { situation_progress >= 100 } immediate = { owner = { ordered_owned_planet = { limit = { is_capital = no NOT = { is_planet_class = pc_cosmogenesis_world } } order_by = trigger:pop_amount position = 0 save_event_target_as = looted_planet } if = { limit = { NOT = { exists = event_target:looted_planet } } capital_scope = { save_event_target_as = looted_planet } } random_system_within_border = { limit = { any_system_planet = { exists = orbital_station OR = { has_deposit = d_exotic_gases_1 has_deposit = d_exotic_gases_2 has_deposit = d_exotic_gases_3 has_deposit = d_exotic_gases_4 has_deposit = d_exotic_gases_5 } } } weights = { base = 1 modifier = { add = 2 any_system_planet = { has_deposit = d_exotic_gases_2 } } modifier = { add = 4 any_system_planet = { has_deposit = d_exotic_gases_3 } } modifier = { add = 6 any_system_planet = { has_deposit = d_exotic_gases_4 } } modifier = { add = 8 any_system_planet = { has_deposit = d_exotic_gases_5 } } } random_system_planet = { limit = { exists = orbital_station OR = { has_deposit = d_exotic_gases_1 has_deposit = d_exotic_gases_2 has_deposit = d_exotic_gases_3 has_deposit = d_exotic_gases_4 has_deposit = d_exotic_gases_5 } } weights = { base = 1 modifier = { add = 2 has_deposit = d_exotic_gases_2 } modifier = { add = 4 has_deposit = d_exotic_gases_3 } modifier = { add = 6 has_deposit = d_exotic_gases_4 } modifier = { add = 8 has_deposit = d_exotic_gases_5 } } save_event_target_as = deposit_planet } } } } option = { name = deficit.215.A #blow something up, create a blocker or two trigger = { exists = event_target:looted_planet } owner = { add_resource = { exotic_gases = 0.1 mult = event_target:looted_planet.trigger:pop_amount } } event_target:looted_planet = { add_planet_devastation = 25 add_blocker = { type = d_exploited_deposit_blocker } add_blocker = { type = d_exploited_deposit_blocker } } } option = { #sacrifice a deposit name = deficit.215.B trigger = { exists = event_target:deposit_planet } event_target:deposit_planet = { switch = { trigger = has_deposit d_exotic_gases_5 = { root.owner = { add_resource = { exotic_gases = 1250 } } } d_exotic_gases_4 = { root.owner = { add_resource = { exotic_gases = 1000 } } } d_exotic_gases_3 = { root.owner = { add_resource = { exotic_gases = 750 } } } d_exotic_gases_2 = { root.owner = { add_resource = { exotic_gases = 500 } } } d_exotic_gases_1 = { root.owner = { add_resource = { exotic_gases = 250 } } } } clear_deposits = yes hidden_effect = { orbital_station = { dismantle = yes } } } ai_chance = { factor = 0 } } option = { name = deficit.215.C } } situation_event = { id = deficit.220 title = BANKRUPTCY desc = deficit.220.desc picture = GFX_evt_deficit show_sound = event_life_support_fail is_triggered_only = yes situation = this force_open = yes option = { name = UNFORTUNATE owner = { add_resource = { exotic_gases = @bailout_strategic_base_amount mult = value:bailout_scaling_factor } country_defaulted_effect = yes } } after = { destroy_situation = this } }