######################################### # # Henrik's Test Events # ######################################### # namespace = henrik # planet_event = { # id = henrik.31 # hide_window = yes # trigger = { always = no } # immediate = { # set_planet_size = 20 # } # } # planet_event = { # id = henrik.32 # hide_window = yes # trigger = { always = no } # immediate = { # add_planet_devastation = 1 # } # } # planet_event = { # id = henrik.33 # hide_window = yes # trigger = { always = no } # immediate = { # add_planet_devastation = -100 # } # } # planet_event = { # id = henrik.1 # hide_window = yes # trigger = { always = no } # immediate = { # set_deposit = random # } # } #event = { # id = henrik.11 # hide_window = yes # # trigger = { always = no } # # immediate = { # random_country = { # weights = { # base = 1 # modifier = { # is_ai = no # add = 5 # } # } # add_resource = { influence = 5 } # } # } #} ######################################### # # Miranda's Test Events # ######################################### # # Spawning the hatchling # planet_event = { # id = henrik.25 # hide_window = yes # trigger = { always = no } # immediate = { # save_event_target_as = hatchling_egg # set_planet_entity = { # entity = "infected_planet_01_stage_3_entity" # } # if = { # limit = { # exists = owner # } # owner = { # save_global_event_target_as = egg_owner # } # } # change_pc = pc_egg_cracked # destroy_colony = yes # clear_deposits = yes # add_deposit = d_society_10 # add_deposit = d_society_10 # remove_modifier = seismological_phenomena_2 # solar_system = { # random_system_planet = { # limit = { is_star = no } # save_event_target_as = new_location # } # } # create_country = { # name = "NAME_Voidspawn" # type = guardian_hatchling # flag = { # icon = { # category = "spherical" # file = "flag_spherical_6.dds" # } # background = { # category = "backgrounds" # file = "00_solid.dds" # } # colors = { # "red" # "red" # "null" # "null" # } # } # effect = { # if = { # limit = { # NOT = { # has_modifier = hatchling_power # } # } # add_modifier = { # modifier = hatchling_power # days = -1 # } # } # save_global_event_target_as = hatchling_country # set_country_flag = hatchling_country # if = { # limit = { # exists = event_target:egg_owner # } # event_target:egg_owner = { # establish_communications_no_message = event_target:hatchling_country # } # } # else_if = { # limit = { # root = { # solar_system = { # has_owner = yes # } # } # } # root.solar_system.owner = { # establish_communications_no_message = event_target:hatchling_country # } # } # create_fleet = { # name = "NAME_Voidspawn" # settings = { # spawn_debris = no # is_boss = yes # } # effect = { # set_owner = event_target:hatchling_country # create_ship = { # #name = "NAME_Voidspawn" # #design = "NAME_Voidspawn" # name = NAME_Nanite_Dragon # design = NAME_Nanite_Dragon # effect = { # set_ship_flag = hatchling_ship # save_global_event_target_as = hatchling # set_disabled = yes # } # } # save_global_event_target_as = hatchling_fleet # set_location = { # target = event_target:hatchling_egg # distance = 0 # angle = 90 # direction = in_system # } # set_fleet_stance = aggressive # set_aggro_range_measure_from = self #or return_point # set_aggro_range = 300 # auto_move_to_planet = { # target = event_target:new_location # clear_auto_move_on_arrival = no # distar.5008 sets a new auto move target # } # } # } # } # } # if = { # limit = { # exists = event_target:egg_owner # } # event_target:egg_owner = { # country_event = { id = distar.5007 } # } # Triggers Notification # } # else_if = { # limit = { # solar_system = { # has_owner = yes # } # } # solar_system = { owner = { country_event = { id = distar.5007 } } } # Triggers Notification # } # } # } # planet_event = { # id = henrik.30 # hide_window = yes # trigger = { always = no } # immediate = { # set_planet_size = 20 # change_pc = pc_shattered # create_ambient_object = { # type = dreadnought_object # entity_face_object = root # } # last_created_ambient_object = { # set_location = { # target = root # distance = -1 # #angle = 90 # #direction = in_system # } # } # } # } # country_event = { # id = henrik.40 # hide_window = yes # trigger = { always = no } # immediate = { # capital_scope = { # create_fleet = { # name = "NAME_Raiding_Fleet" # effect = { # set_owner = root # while = { # count = 24 # create_ship = { # name = random # design = "NAME_Outrider" # prefix = no # graphical_culture = "pirate_01" # } # } # while = { # count = 14 # create_ship = { # name = random # design = "NAME_Lancer" # prefix = no # graphical_culture = "pirate_01" # } # } # while = { # count = 4 # create_ship = { # name = random # design = "NAME_Void_Champion" # prefix = no # graphical_culture = "pirate_01" # } # } # set_location = prev # } # } # } # } # } # on_crossing_border test #fleet_event = { # id = henrik.45 # hide_window = yes # is_triggered_only = yes # # trigger = { owner = { is_ai = no } } # # immediate = { # if = { # limit = { # from = { exists = space_owner } # fromfrom = { NOT = { exists = space_owner } } # } # set_name = "Exited Borders" # } # else_if = { # limit = { # from = { NOT = { exists = space_owner } } # fromfrom = { exists = space_owner } # } # set_name = "Entered Borders" # } # else_if = { # limit = { # from = { exists = space_owner } # fromfrom = { exists = space_owner } # } # set_name = "Crossed Borders" # } # else = { # set_name = "Error'd!" # } # } #} # country_event = { # id = henrik.50 # hide_window = yes # trigger = { always = no } # immediate = { # capital_scope = { # create_fleet = { # name = this # effect = { # set_owner = root # while = { # count = 24 # create_ship = { # name = root # design = "NAME_Outrider" # prefix = no # graphical_culture = "pirate_01" # } # } # while = { # count = 14 # create_ship = { # name = root # design = "NAME_Lancer" # prefix = no # graphical_culture = "pirate_01" # } # } # while = { # count = 4 # create_ship = { # name = root # design = "NAME_Void_Champion" # prefix = no # graphical_culture = "pirate_01" # } # } # set_location = prev # } # } # } # } # } # country_event = { # id = henrik.54 # title = PROJECT_COMPLETE # desc = { # trigger = { # hidden:owner = { # switch = { # trigger = has_country_flag # flag1 = { text = "flag1" } # flag2 = { # if = { # limit = { has_country_flag = flag3 } # text = "flag 2 and 3" # } # else = { text = "else only 2" } # } # default = { text = noflag } # } # } # } # } # picture = GFX_evt_star_yellow # show_sound = event_solar_fusion # trigger = { always = no } # option = { # name = "add_remove_flag1" # if = { # limit = { NOT = { has_country_flag = flag1 } } # set_country_flag = flag1 # } # else = { # remove_country_flag = flag1 # } # } # option = { # name = "add_remove_flag2" # if = { # limit = { NOT = { has_country_flag = flag2 } } # set_country_flag = flag2 # } # else = { # remove_country_flag = flag2 # } # } # option = { # name = "add_remove_flag3" # if = { # limit = { NOT = { has_country_flag = flag3 } } # set_country_flag = flag3 # } # else = { # remove_country_flag = flag3 # } # } # } # country_event = { # id = henrik.55 # title = PROJECT_COMPLETE # desc = PROJECT_COMPLETE # picture = GFX_evt_star_yellow # show_sound = event_solar_fusion # trigger = { always = no } # option = { # name = nomad.511.d # allow = { # count_owned_pop_amount = { # limit = { always = yes } # count < 300 # count > 300 # } # } # } # option = { # name = LESS_THAN # allow = { # count_owned_pop_amount = { # limit = { always = yes } # count < 300 # } # } # } # option = { # name = VALUE_GREATER_THAN # allow = { # count_owned_pop_amount = { # limit = { always = yes } # count > 300 # } # } # } # } #country_event = { # id = henrik.100 # hide_window = yes # # trigger = { # is_country_type = default # NOT = { has_country_flag = observe_test } # } # # mean_time_to_happen = { # months = 1 # } # # immediate = { # set_country_flag = observe_test # observer_event = { id = henrik.101 } # } #} # #observer_event = { # id = henrik.101 # title = "TEST" # desc = "THIS IS AN OBSERVER EVENT" # # is_triggered_only = yes # # option = { # name = OK # } #} # country_event = { # id = henrik.102 # hide_window = yes # trigger = { always = no } # immediate = { # add_modifier = { # modifier = strategic_coordination_center_modifier # days = -1 # } # } # } # country_event = { # id = henrik.103 # hide_window = yes # trigger = { always = no } # immediate = { # random_list = { # 1 = { give_technology = { tech = tech_akx_worm_1 } } # 1 = { give_technology = { tech = tech_akx_worm_2 } } # } # } # } # country_event = { # id = henrik.104 # hide_window = yes # trigger = { always = no } # immediate = { # set_global_flag = galactic_market_founded # country_event = { id = henrik.106 days = 2 } # } # } # country_event = { # id = henrik.106 # hide_window = yes # is_triggered_only = yes # immediate = { # set_country_flag = has_market_access # enable_galactic_market = yes # enable_on_market = energy # enable_on_market = minerals # enable_on_market = food # enable_on_market = consumer_goods # enable_on_market = alloys # add_modifier = { # modifier = galactic_market_founder # days = -1 # } # set_market_leader = yes # Update who owns the market station # capital_scope.star = { # create_ambient_object = { # type = galactic_market_station # location = this # } # last_created_ambient_object = { # save_global_event_target_as = galactic_market_station # set_ambient_object_flag = galactic_market_station_flag # set_location = { # target = root.capital_scope.star # angle = random # distance = 40 # } # } # } # every_playable_country = { # limit = { # has_communications = root # NOT = { is_same_value = root } # is_homicidal = no # } # country_event = { id = action.101 } # } # } # } # country_event = { # id = henrik.105 # hide_window = yes # trigger = { always = no } # immediate = { # set_country_flag = has_market_access # enable_galactic_market = yes # } # } # country_event = { # id = henrik.107 # hide_window = yes # trigger = { always = no } # immediate = { # capital_scope = { # save_global_event_target_as = market_founder_planet # } # } # } # country_event = { # id = henrik.108 # hide_window = yes # trigger = { always = no } # immediate = { # random_playable_country = { # limit = { # NOT = { is_same_value = root } # } # every_owned_pop_group = { # pop_event = { id = refugees.4 } # } # } # } # } # country_event = { # id = henrik.109 # hide_window = yes # trigger = { always = no } # immediate = { # every_owned_pop_group = { # pop_event = { id = refugees.4 } # } # } # } # planet_event = { # id = henrik.110 # hide_window = yes # trigger = { # always = no # } # immediate = { # random_country = { # limit = { is_country_type = ai_empire } # root = { set_controller = prev } # } # #set_planet_flag = event_purge # #every_owned_pop_group = { # # set_pop_group_flag = event_purge # # unemploy_pop = yes # #} # #check_planet_employment = yes # #every_owned_pop_group = { # # unemploy_pop = yes # # set_purge_type = { # # type = purge_matrix # # cooldown = yes # # } # #} # } # } # planet_event = { # id = henrik.111 # hide_window = yes # trigger = { always = no } # immediate = { # add_modifier = { # modifier = chthonian_planet # days = -1 # } # } # } # planet_event = { # id = henrik.112 # hide_window = yes # trigger = { # always = no # } # immediate = { # random_playable_country = { # limit = { is_ai = no } # root = { set_controller = prev } # } # #set_planet_flag = event_purge # #every_owned_pop_group = { # # remove_pop_group_flag = event_purge # # unemploy_pop = yes # #} # #check_planet_employment = yes # #every_owned_pop_group = { # # unemploy_pop = yes # # set_purge_type = { # # type = purge_matrix # # cooldown = yes # # } # #} # } # } # planet_event = { # id = henrik.113 # hide_window = yes # trigger = { # always = no # } # immediate = { # every_owned_pop_group = { # unemploy_pop = yes # } # } # } # # Add Archaeology Site # planet_event = { # id = henrik.120 # hide_window = yes # trigger = { # always = no # } # immediate = { # create_archaeological_site = site_hunting_ground # } # } # # System Effects # planet_event = { # id = henrik.150 # hide_window = yes # trigger = { # always = no # } # immediate = { # star = { # create_ambient_object = { # type = "space_storm_1" # location = this # } # last_created_ambient_object = { # set_location = { # target = prev # distance = 0 # angle = random # } # } # } # } # } # namespace = daniel # # Add Archaeology Site # planet_event = { # id = daniel.1 # hide_window = yes # trigger = { # always = no # } # immediate = { # create_archaeological_site = site_hidden_lab_a # } # } # ship_event = { # id = henrik.1337 # hide_window = yes # trigger = { # always = no # } # immediate = { # leader = { # add_timed_trait = { trait = leader_trait_stubborn years = 1 } # } # } # } # namespace = gwenael # country_event = { # id = gwenael.3 # title = anomaly.1.name # desc = anomaly.1.desc # picture = GFX_evt_evolutionary_predators # show_sound = event_dangerous_animals # # is_triggered_only = yes # hide_window = yes # # immediate = { # name = EXCELLENT # random_owned_pop = { # modify_species = { # species = this # # add_random_species_trait = { # trait_has_all_tags = { pop_output research } # } # } # } # } # } # # Some federation events # namespace = ilya # country_event = { # id = ilya.1 # hide_window = yes # trigger = { always = no } # immediate = { # federation = { # set_federation_law = fleet_contribution_high # set_federation_law = succession_type_rotation # set_federation_law = succession_term_years_10 # set_federation_law = federation_build_fleets_only_leader # } # } # } # # Add country to galactic_community # namespace = zack # country_event = { # id = zack.1 # hide_window = yes # trigger = { always = no } # immediate = { # add_to_galactic_community = yes # } # } # country_event = { # id = zack.2 # hide_window = yes # trigger = { always = no } # immediate = { # add_modifier = { # modifier = empire_size_mods # days = -1 # } # } # } # country_event = { # id = zack.3 # hide_window = yes # trigger = { always = no } # immediate = { # every_country = { # add_to_galactic_community = yes # } # } # } # country_event = { # id = zack.4 # hide_window = yes # trigger = { always = no } # immediate = { # every_playable_country = { # if = { # limit = { root = { has_established_contact = prev } } # root = { # add_favors = { # target = prev # value = 8 # } # } # } # } # } # } # country_event = { # id = zack.5 # hide_window = yes # trigger = { always = no } # immediate = { # set_council_size = 3 # } # } # country_event = { # id = zack.6 # hide_window = yes # trigger = { always = no } # immediate = { # increase_council_size = yes # } # } # country_event = { # id = zack.7 # hide_window = yes # trigger = { always = no } # immediate = { # decrease_council_size = yes # } # } # country_event = { # id = zack.8 # hide_window = yes # trigger = { always = no } # immediate = { # pass_resolution = "resolution_greatergood_five_year_plans" # } # } # country_event = { # id = zack.9 # hide_window = yes # trigger = { always = no } # immediate = { # set_council_size = 0 # } # } ######################################### # # Gemma's Test Events # ######################################### namespace = gemma # country_event = { # id = gemma.1 # title = "federations3.2001.name" # desc = { # text = "gemma.test.1" # trigger = { # check_variable = { # which = gemma_var1 # value < gemma_var2 # } # } # } # desc = { # text = "gemma.test.2" # trigger = { # check_variable = { # which = gemma_var1 # value > gemma_var2 # } # } # } # picture = GFX_evt_resource_cache # show_sound = event_dig_site # is_triggered_only = yes # trigger = { always = no } # immediate = { # set_variable = { # which = gemma_var1 # value = 1 # } # set_variable = { # which = gemma_var2 # value = 2 # } # } # option = { # name = OK # change_variable = { # which = gemma_var1 # value = 2 # } # country_event = { id = gemma.2 days = 1 } # } # option = { # name = NOTIME # country_event = { id = gemma.2 days = 1 } # } # } # country_event = { # id = gemma.2 # title = "federations3.2001.name" # desc = { # text = "gemma.test.1" # trigger = { # check_variable = { # which = gemma_var1 # value < gemma_var2 # } # } # } # desc = { # text = "gemma.test.2" # trigger = { # check_variable = { # which = gemma_var1 # value > gemma_var2 # } # } # } # picture = GFX_evt_resource_cache # show_sound = event_dig_site # is_triggered_only = yes # option = { # name = OK # } # } # country_event = { # id = gemma.3 # hide_window = yes # is_triggered_only = yes # trigger = { always = no } # immediate = { # federation = { # every_member = { # random_system_within_border = { # random_system_planet = { # limit = { # NOR = { # is_star = yes # is_capital = yes # exists = archaeological_site # is_planet_class = pc_ringworld_habitable # is_planet_class = pc_cybrex # is_planet_class = pc_habitat # } # } # save_event_target_as = gemmatest_world # } # } # country_event = { id = gemma.5 days = 0 } #Initial test, to set/check the current empire's event target # country_event = { id = gemma.6 days = 20 } #Delayed test, to ensure that the other members' event targets are different and valid # } # } # } # } # planet_event = { # id = gemma.4 # hide_window = yes # is_triggered_only = yes # trigger = { always = no } # immediate = { # random_system_within_border = { # random_system_planet = { # limit = { # NOR = { # is_star = yes # is_capital = yes # is_asteroid = yes # exists = archaeological_site # is_planet_class = pc_ringworld_habitable # is_planet_class = pc_cybrex # is_planet_class = pc_habitat # } # } # save_event_target_as = gemmatest_world # } # } # country_event = { id = gemma.5 days = 0 } # } # } # country_event = { # id = gemma.5 # title = "gemma.5.name" #"TEST" # desc = "gemma.5.desc" #"[gemmatest_world.GetName] is the planet you are assigned." # is_triggered_only = yes # location = event_target:gemmatest_world # option = { # name = OK # } # } # country_event = { # id = gemma.6 # title = "gemma.5.name" #"TEST" # desc = "gemma.5.desc" #"[gemmatest_world.GetName] is the planet you are assigned." # is_triggered_only = yes # location = event_target:gemmatest_world # option = { # name = OK # } # } # country_event = { # id = gemma.7 # title = # desc = # is_triggered_only = yes # diplomatic = yes # custom_gui = "enclave_mercenary_window" # custom_gui_option = "enclave_mercenary_option" # picture_event_data = { # portrait = root # room = pre_ftl_ancient_room # } # option = { # name = # country_event = { id = gemma.7 } # } # option = { # name = # country_event = { id = gemma.8 } # } # option = { # name = # country_event = { id = gemma.9 } # } # option = { # name = # country_event = { id = gemma.10 } # } # } # country_event = { # id = gemma.8 # base = gemma.7 # picture_event_data = { # portrait = root # room = pre_ftl_medieval_room # } # } # country_event = { # id = gemma.9 # base = gemma.7 # picture_event_data = { # portrait = root # room = pre_ftl_modern_room # } # } # country_event = { # id = gemma.10 # base = gemma.7 # picture_event_data = { # portrait = root # room = pre_ftl_victorian_room # } # } # espionage_operation_event = { # id = gemma.11 # title = # desc = # picture = GFX_evt_infiltration_neutral # show_sound = event_espionage_concluded # is_triggered_only = yes # espionage_operation = yes # trigger = { # always = no # } # immediate = { # from = { # set_espionage_operation_progress_locked = yes # } # } # option = { # name = EXCELLENT # from = { # set_espionage_operation_progress_locked = no # } # } # } # Can be used to locate a star system with a particular flag. Run "event gemma.12" and click the locator button to navigate straight to it. # event = { # id = gemma.12 # title = # desc = # picture = GFX_evt_unidentified_ship # show_sound = event_default # location = event_target:flag_locator # is_triggered_only = yes # trigger = { # always = no # } # immediate = { # random_system = { # limit = { # has_star_flag = legendary_leader_spawn_system # Replace this with your desired system/star flag # } # save_event_target_as = flag_locator # } # } # option = { # name = OK # } # } ######################################### # # Victor's Test Events # ######################################### namespace = victor # #country_event = { # id = victor.1 # title = "anomaly.1.name" # desc = "anomaly.1.desc" # is_triggered_only = yes # picture = GFX_evt_mining_station # show_sound = event_ship_bridge # immediate = { # capital_scope = { # solar_system = { # spawn_system = { # min_distance = 10 # max_distance = 12 # max_jumps = 0 # initializer = "solarpunk_01" # } # } # } # } # option = { # name = OK # } #} #planet_event = { # id = victor.2 # title = "anomaly.10.name" #"TEST" # desc = "anomaly.10.desc" #"[gemmatest_world.GetName] is the planet you are assigned." # is_triggered_only = yes # # immediate = { # show_city = no # } # option = { # name = OK # } # } ######################################### # # Kalle's Test Events # ######################################### # namespace = kalle # # country_event = { # id = kalle.1 # title = "anomaly.1.name" # desc = "anomaly.1.desc" # is_triggered_only = yes # picture = GFX_evt_mining_station # show_sound = event_ship_bridge # trigger = { # any_owned_leader = { # OR = { # is_councilor = yes # NOT = { is_councilor = yes } # councilor_type = councilor_research # NOT = { councilor_type = councilor_research } # } # } # } # option = { # name = OK # random_owned_leader = { # limit = { # councilor_type = councilor_research # } # add_experience = 100 # } # } # } ######################################### # # Olegs's Test Events # ######################################### #namespace = oleg #fleet_event = { # id = oleg.1 # title = "oleg.1.name" #"TEST" # desc = "oleg.1.desc" #" # is_triggered_only = yes # location = event_target:m0wgli_world # hide_window = yes # # immediate = { # random_playable_country = { # limit = { NOT = { is_same_value = root.owner } } # save_event_target_as = my_target # } # # give_fleet = { # controller = event_target:my_target # days = 69 # } # } #} #fleet_event = { # id = oleg.2 # title = "oleg.2.name" # desc = "oleg.2.desc" # is_triggered_only = yes # location = event_target:m0wgli_world # hide_window = yes # # immediate = { # if = { # limit = { is_leased = yes } # end_fleet_contract = { # initiator = this # reason = cancelled # } # } # } #} #fleet_event = { # id = oleg.3 # title = "oleg.3.name" # desc = "oleg.3.desc" # is_triggered_only = yes # location = event_target:m0wgli_world # hide_window = yes # # immediate = { # if = { # limit = { lease_days > 0 } # end_fleet_contract = { # initiator = this # reason = cancelled # } # } # } #} #country_event = { # id = oleg.4 # title = "oleg.4.desc.name" # "Choose!" # desc = "oleg.4.desc" # "Copy a ship design." # picture = GFX_evt_atmospheric_flight # show_sound = event_default # is_triggered_only = yes # # immediate = { # random_country = { # limit = { # any_controlled_ship = { # is_ship_size = corvette # } # } # save_event_target_as = ship_1_owner # random_controlled_ship = { # limit = { is_ship_size = corvette } # save_event_target_as = ship_1 # } # } # } # # option = { # name = "oleg.4.a" # "[event_target:ship_1_owner.GetAdj] vessel [event_target:ship_1.GetName]" # create_fleet = { # name = random # effect = { # set_owner = root # create_ship = { # name = random # design = event_target:ship_1 #Supports design and ship target scopes # #design = last_created_design # #random_existing_design = corvette #Only chooses from owner's own designs # graphical_culture = pirate_01 # prefix = yes # } # owner = { # add_ship_design = event_target:ship_1 # #add_ship_design = last_created_design # } # set_location = { # target = root.capital_scope # distance = 40 # angle = random # } # } # } # } #} #fleet_event = { # id = oleg.5 # title = "oleg.5.name" # desc = "oleg.5.desc" # is_triggered_only = yes # location = event_target:m0wgli_world # hide_window = yes # # immediate = { # if = { # limit = { lease_days > 0 } # prolong_fleet_contract = { days = 200 } # } # } #} #fleet_event = { # id = oleg.6 # title = "oleg.6.name" #"TEST" # desc = "oleg.6.desc" #" # is_triggered_only = yes # location = event_target:m0wgli_world # hide_window = yes # # immediate = { # any_country = { # limit = { # NOT = { is_same_value = root.owner } # count_available_debris = { # count > 0 # } # } # # random_available_debris = { # pass_debris_ownership = { # owner = root.owner # } # } # } # } #} #country_event = { # id = oleg.7 # title = "oleg.7.name" #"TEST" # desc = "oleg.7.desc" #" # is_triggered_only = yes # location = event_target:m0wgli_world # hide_window = yes # # immediate = { # random_country = { # limit = { # NOT = { is_same_value = root } # count_controlled_ship = { # limit = { is_ship_size = corvette } # count > 0 # } # } # # random_controlled_ship = { # limit = { is_ship_size = corvette } # destroy_and_spawn_debris_for = root # } # } # } #} #country_event = { # id = oleg.8 # title = "oleg.8.name" #"TEST" # desc = "oleg.8.desc" #" # is_triggered_only = yes # location = event_target:m0wgli_world # hide_window = yes # # immediate = { # random_playable_country = { # limit = { # NOT = { is_same_value = root } # } # # save_event_target_as = new_debris_owner # } # # random_available_debris = { # save_event_target_as = found_debris # # pass_debris_ownership = { # owner = event_target:new_debris_owner # } # } # } #} ######################### # # # Joachim's Test Events # # # ######################### namespace = joachim # #country_event = { #id = joachim.1 # #hide_window = yes #is_triggered_only = yes # #immediate = { #capital_star = { #spawn_system = { #initializer = neighbor_t1_first_colony #min_distance = 10 #max_distance = 30 #max_jumps = 1 #} #} #last_created_system = { #save_event_target_as = subject_system #random_system_planet = { #limit = { has_planet_flag = prescripted_ideal } #save_event_target_as = subject_planet #} #} #event_target:subject_planet = { #create_species = { #name = random #class = random_non_machine #portrait = random #traits = random #} #last_created_species = { #save_event_target_as = subject_species #} #create_country = { #name = random #authority = random #civics = random #species = event_target:subject_species #ethos = random #origin = origin_default # #effect = { #save_event_target_as = subject_country #give_starting_resources_effect = yes #} #} #set_owner = event_target:subject_country #set_controller = event_target:subject_country #set_capital = yes # #while = { #count = 20 #create_pop_group = { #species = event_target:subject_species #} #} # #set_surveyed = { #surveyed = yes #surveyor = root #} #} #event_target:subject_system = { #generate_home_system_resources = yes # #create_starbase = { #owner = event_target:subject_country #size = starbase_starport #module = shipyard #building = crew_quarters #} #} #event_target:subject_country = { #set_subject_of = { #who = root #} #establish_communications_no_message = root # #capital_scope = { #generate_start_buildings_and_districts = yes #} #} #} #} #country_event = { # id = joachim.2 # hide_window = yes # is_triggered_only = yes # immediate = { # trigger_scholarium_project_event = yes # } #} #country_event = { # id = victor.2 # title = anomaly.1 # desc = anomaly.1.desc # picture = GFX_evt_crisis_defeated # is_triggered_only = yes # # option = { # name = anomaly.5.a # start_situation = { # type = leviathan_celebration_opportunity # target = root.capital_scope # effect = { # set_situation_flag = #celebration_stellar_devourer # set_situation_flag = standard_unity_reward # } # } # } #} # #country_event = { # id = victor.3 # hide_window = yes # is_triggered_only = yes # # immediate = { # set_country_flag = knows_who_infested_star # random_country = { # limit = { # is_regular_empire = yes # } # set_country_flag = infested_star@root # root = { # add_casus_belli = { # type = cb_revenge_for_eaten_star # who = prev # days = 7200 # } # } # } # } #} #namespace = dennis #country_event = { # id = dennis.3 # is_triggered_only = yes # hide_window = yes # # trigger = { # any_available_debris = { # num_ships_in_debris = { # value > 10 # ship_size = corvette # } # } # } #} #country_event = { # id = dennis.4 # is_triggered_only = yes # hide_window = yes # # trigger = { # any_available_debris = { # num_ships_in_debris = { # value < 10 # ship_size = corvette # } # } # } #} # namespace = giada # country_event = { # id = giada.1 # title = giada.1.name # desc = giada.1.desc # picture = GFX_evt_worrying_signal # is_triggered_only = yes # immediate = { # set_variable = { # which = negative_chances # value = value:kaleidoscope_negative_events_value # } # set_variable = { # which = positive_chances # value = value:kaleidoscope_positive_events_value # } # } # option = { # name = ACKNOWLEDGED # } # }