Help Needed: Spawning Fallen Empire Juggernauts

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Pyzayt

Captain
15 Badges
Aug 5, 2019
379
296
  • Cities: Skylines
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Synthetic Dawn
My Apex of the Fallen Empires mod is close to being ready to release a test version, but a major problem is keeping me from finishing it - the juggernauts I have designed for the Fallen Empires are not spawning, and I have no idea how to make them do so. I've designed a simple default Juggernaut for every FE (all presently identical, to be changed in the future), but I simply can't get them to spawn. My code doesn't work, and I'm at my hairs end.

Here is the default Juggernaut I have designed for the time being, fully coded.
Code:
ship_design = {
    name = "NAME_Reaper_Juggernaut"
    ship_size = juggernaut
    section = {
        template = "SHIP_JUGGERNAUT_SECTION"
        slot = "ship"
        #X-Slot
        component = {
            slot = "EXTRA_LARGE_01"
            template = "TITAN_LASER"
        }       
        component = {
            slot = "EXTRA_LARGE_02"
            template = "TITAN_LASER"
        }       
        #H-Slot
        component = {
            slot = "STRIKE_CRAFT_01"
            template = "STRIKE_CRAFT_HANGAR_3"
        }       
        component = {
            slot = "STRIKE_CRAFT_02"
            template = "STRIKE_CRAFT_HANGAR_3"
        }           
        component = {
            slot = "STRIKE_CRAFT_03"
            template = "STRIKE_CRAFT_HANGAR_3"
        }       
        component = {
            slot = "STRIKE_CRAFT_04"
            template = "STRIKE_CRAFT_HANGAR_3"
        }   
        component = {
            slot = "STRIKE_CRAFT_05"
            template = "STRIKE_CRAFT_HANGAR_3"
        }       
        component = {
            slot = "STRIKE_CRAFT_06"
            template = "STRIKE_CRAFT_HANGAR_3"
        }           
        #M-Slot
        component = {
            slot = "MEDIUM_GUN_01"
            template = ""
        }       
        component = {
            slot = "MEDIUM_GUN_02"
            template = "MEDIUM_MASS_DRIVER_5"
        }           
        component = {
            slot = "MEDIUM_GUN_02"
            template = "MEDIUM_MASS_DRIVER_5"
        }       
        component = {
            slot = "MEDIUM_GUN_03"
            template = "MEDIUM_MASS_DRIVER_5"
        }   
        component = {
            slot = "MEDIUM_GUN_04"
            template = "MEDIUM_MASS_DRIVER_5"
        }   
        component = {
            slot = "MEDIUM_GUN_05"
            template = "MEDIUM_MASS_DRIVER_5"
        }       
        #Shields
        component = {
            slot = "LARGE_UTILITY_1"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_2"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_3"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_4"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_5"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_6"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }   
                component = {
            slot = "LARGE_UTILITY_7"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_8"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_9"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_10"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        #Armour
        component = {
            slot = "LARGE_UTILITY_11"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_12"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_13"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_14"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_15"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_16"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_17"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_18"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_19"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_20"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_21"
            template = "LARGE_ARMOUR_5"
        }       
        #Auxilery
        component = {
            slot = "AUX_UTILITY_1"
            template = "SHIELD_BOOSTER"
        }
        component = {
            slot = "AUX_UTILITY_2"
            template = "SHIELD_BOOSTER"
        }   
        component = {
            slot = "AUX_UTILITY_3"
            template = "ENIGMATIC_DECODER"
        }       
        component = {
            slot = "AUX_UTILITY_4"
            template = "ENIGMATIC_ENCODER"
        }   
    }
    required_component="SENSOR_4"
    required_component="JUMP_DRIVE_1"
    required_component="JUGGERNAUT_DARK_MATTER_REACTOR"
    required_component="JUGGERNAUT_SHIP_THRUSTER_5"
    required_component="COMBAT_COMPUTER_ARTILLERY_ADVANCED"
    required_component="SHIP_AURA_RANGE"
I've still no idea how to make it spawn though. I've tried using modified code for Collosus spawning, but that didn't work, and I've tried having it spawn on its own accord - also not working. It's leaving me frustrated and confused, as my code matches everything else I can see.

If anyone has any experience with this kind of issue, please contact me.
 

17blue17

Field Marshal
68 Badges
Nov 9, 2003
6.596
379
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • 500k Club
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Nemesis
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis III Complete
  • Leviathan: Warships
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 2: A House Divided
My Apex of the Fallen Empires mod is close to being ready to release a test version, but a major problem is keeping me from finishing it - the juggernauts I have designed for the Fallen Empires are not spawning, and I have no idea how to make them do so. I've designed a simple default Juggernaut for every FE (all presently identical, to be changed in the future), but I simply can't get them to spawn. My code doesn't work, and I'm at my hairs end.

Here is the default Juggernaut I have designed for the time being, fully coded.
Code:
ship_design = {
    name = "NAME_Reaper_Juggernaut"
    ship_size = juggernaut
    section = {
        template = "SHIP_JUGGERNAUT_SECTION"
        slot = "ship"
        #X-Slot
        component = {
            slot = "EXTRA_LARGE_01"
            template = "TITAN_LASER"
        }    
        component = {
            slot = "EXTRA_LARGE_02"
            template = "TITAN_LASER"
        }    
        #H-Slot
        component = {
            slot = "STRIKE_CRAFT_01"
            template = "STRIKE_CRAFT_HANGAR_3"
        }    
        component = {
            slot = "STRIKE_CRAFT_02"
            template = "STRIKE_CRAFT_HANGAR_3"
        }        
        component = {
            slot = "STRIKE_CRAFT_03"
            template = "STRIKE_CRAFT_HANGAR_3"
        }    
        component = {
            slot = "STRIKE_CRAFT_04"
            template = "STRIKE_CRAFT_HANGAR_3"
        }
        component = {
            slot = "STRIKE_CRAFT_05"
            template = "STRIKE_CRAFT_HANGAR_3"
        }    
        component = {
            slot = "STRIKE_CRAFT_06"
            template = "STRIKE_CRAFT_HANGAR_3"
        }        
        #M-Slot
        component = {
            slot = "MEDIUM_GUN_01"
            template = ""
        }    
        component = {
            slot = "MEDIUM_GUN_02"
            template = "MEDIUM_MASS_DRIVER_5"
        }        
        component = {
            slot = "MEDIUM_GUN_02"
            template = "MEDIUM_MASS_DRIVER_5"
        }    
        component = {
            slot = "MEDIUM_GUN_03"
            template = "MEDIUM_MASS_DRIVER_5"
        }
        component = {
            slot = "MEDIUM_GUN_04"
            template = "MEDIUM_MASS_DRIVER_5"
        }
        component = {
            slot = "MEDIUM_GUN_05"
            template = "MEDIUM_MASS_DRIVER_5"
        }    
        #Shields
        component = {
            slot = "LARGE_UTILITY_1"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_2"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_3"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_4"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_5"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_6"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
                component = {
            slot = "LARGE_UTILITY_7"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_8"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_9"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        component = {
            slot = "LARGE_UTILITY_10"
            template = "LARGE_DARK_MATTER_DEFLECTOR"
        }
        #Armour
        component = {
            slot = "LARGE_UTILITY_11"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_12"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_13"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_14"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_15"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_16"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_17"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_18"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_19"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_20"
            template = "LARGE_ARMOUR_5"
        }
        component = {
            slot = "LARGE_UTILITY_21"
            template = "LARGE_ARMOUR_5"
        }    
        #Auxilery
        component = {
            slot = "AUX_UTILITY_1"
            template = "SHIELD_BOOSTER"
        }
        component = {
            slot = "AUX_UTILITY_2"
            template = "SHIELD_BOOSTER"
        }
        component = {
            slot = "AUX_UTILITY_3"
            template = "ENIGMATIC_DECODER"
        }    
        component = {
            slot = "AUX_UTILITY_4"
            template = "ENIGMATIC_ENCODER"
        }
    }
    required_component="SENSOR_4"
    required_component="JUMP_DRIVE_1"
    required_component="JUGGERNAUT_DARK_MATTER_REACTOR"
    required_component="JUGGERNAUT_SHIP_THRUSTER_5"
    required_component="COMBAT_COMPUTER_ARTILLERY_ADVANCED"
    required_component="SHIP_AURA_RANGE"
I've still no idea how to make it spawn though. I've tried using modified code for Collosus spawning, but that didn't work, and I've tried having it spawn on its own accord - also not working. It's leaving me frustrated and confused, as my code matches everything else I can see.

If anyone has any experience with this kind of issue, please contact me.

I know you can create them by event - in singles - not part of another fleet. The following is an event I use in my personal mod - maybe you can change to fit your needs including the trigger. A couple notes:

1) Make sure they have all the needed tech for the weapons and dark matter tech
2) You may need to bump the power level in common\ component_templates\00_utilities_reactors.txt currently tied to @starbase_power_6. Should be raised to maybe 12000
3) This assumes that I as ai = no have created a design before this event happens in ship builder. Sounds like you need to create a design a head of time? Not sure how to create a design out side of ship builder.

Code:
country_event = {
    id = steveships.8
    hide_window = yes
          
    trigger = {
        is_ai = no
        NOT = { has_country_flag = built_juggernaut_1 }
        has_technology = tech_juggernaut
    }
  
    immediate = {
        set_country_flag = built_juggernaut_1
        capital_scope = {
            create_fleet = {
                name = "Enterprise"
                effect = {
                    set_owner = root
                    create_ship = {
                        name = "Enterprise"
                        random_existing_design = juggernaut
                        graphical_culture = "humanoid_01"
                    }
                }
            }
            create_fleet = {
                name = "Yorktown"
                effect = {
                    set_owner = root
                    create_ship = {
                        name = "Yorktown"
                        random_existing_design = juggernaut
                        graphical_culture = "humanoid_01"
                    }
                }
            }
            create_fleet = {
                name = "Hornet"
                effect = {
                    set_owner = root
                    create_ship = {
                        name = "Hornet"
                        random_existing_design = juggernaut
                        graphical_culture = "humanoid_01"
                    }
                }
            }
            create_fleet = {
                name = "Lexington"
                effect = {
                    set_owner = root
                    create_ship = {
                        name = "Hornet"
                        random_existing_design = juggernaut
                        graphical_culture = "humanoid_01"
                    }
                }
            }
        }
    }
}

here is my custom juggernaut - not sure if the ai will choose on its own the second CORE3 level or not if they have dark matter.

Code:
ship_section_template = {
    key = "CORE_JUGGERNAUT_SECTION"
    ship_size = juggernaut

    fits_on_slot = "core"
    entity = "juggernaut_core_section_entity"
    icon = "GFX_ship_part_core_mid"

    component_slot = {
        name = "EXTRA_LARGE_01"
        template = "extra_large_turret"
        locatorname = "xl_gun_01"
    }

    component_slot = {
        name = "EXTRA_LARGE_02"
        template = "extra_large_turret"
        locatorname = "xl_gun_02"
    }

    component_slot = {
        name = "STRIKE_CRAFT_01"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_01"
    }
    component_slot = {
        name = "STRIKE_CRAFT_02"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_02"
    }
    component_slot = {
        name = "STRIKE_CRAFT_03"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_03"
    }
    component_slot = {
        name = "STRIKE_CRAFT_04"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_04"
    }
    component_slot = {
        name = "STRIKE_CRAFT_05"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_05"
    }
    component_slot = {
        name = "STRIKE_CRAFT_06"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_06"
    }

    component_slot = {
        name = "MEDIUM_GUN_01"
        template = "medium_turret"
        locatorname = "gun_1"
    }
    component_slot = {
        name = "MEDIUM_GUN_02"
        template = "medium_turret"
        locatorname = "gun_2"
    }
    component_slot = {
        name = "MEDIUM_GUN_03"
        template = "medium_turret"
        locatorname = "gun_3"
    }
    component_slot = {
        name = "MEDIUM_GUN_04"
        template = "medium_turret"
        locatorname = "gun_4"
    }
    component_slot = {
        name = "MEDIUM_GUN_05"
        template = "medium_turret"
        locatorname = "gun_5"
    }

    small_utility_slots = 0
    medium_utility_slots = 0
    large_utility_slots = 21
    aux_utility_slots = 4

    resources = {
        category = ship_sections
        cost = {
            alloys = 960
        }
    }
}

ship_section_template = {
    key = "CORE_3_JUGGERNAUT_SECTION"
    ship_size = juggernaut
    fits_on_slot = "core"
    entity = "juggernaut_core_section_entity"
    icon = "GFX_ship_part_core_mid"
    prerequisites = { "tech_titans" "tech_dark_matter_power_core" }
  
    component_slot = {
        name = "TITANIC_01"
        template = "invisible_titanic_fixed"
        locatorname = "xl_gun_01"
    }
    component_slot = {
        name = "EXTRA_LARGE_01"
        template = "extra_large_turret"
        locatorname = "xl_gun_01"
    }
    component_slot = {
        name = "EXTRA_LARGE_02"
        template = "extra_large_turret"
        locatorname = "xl_gun_01"
    }
    component_slot = {
        name = "EXTRA_LARGE_03"
        template = "extra_large_turret"
        locatorname = "xl_gun_01"
    }
    component_slot = {
        name = "EXTRA_LARGE_04"
        template = "extra_large_turret"
        locatorname = "xl_gun_01"
    }
    component_slot = {
        name = "LARGE_GUN_01"
        template = "large_turret"
        locatorname = "xl_gun_02"
    }
    component_slot = {
        name = "LARGE_GUN_02"
        template = "large_turret"
        locatorname = "xl_gun_02"
    }
    component_slot = {
        name = "LARGE_GUN_03"
        template = "large_turret"
        locatorname = "xl_gun_02"
    }
    component_slot = {
        name = "LARGE_GUN_04"
        template = "large_turret"
        locatorname = "xl_gun_02"
    }
    component_slot = {
        name = "LARGE_GUN_05"
        template = "large_turret"
        locatorname = "xl_gun_02"
    }
    component_slot = {
        name = "LARGE_GUN_06"
        template = "large_turret"
        locatorname = "xl_gun_02"
    }
    component_slot = {
        name = "LARGE_GUN_07"
        template = "large_turret"
        locatorname = "strike_craft_locator_01"
    }
    component_slot = {
        name = "LARGE_GUN_08"
        template = "large_turret"
        locatorname = "strike_craft_locator_02"
    }
    component_slot = {
        name = "STRIKE_CRAFT_01"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_03"
    }
    component_slot = {
        name = "STRIKE_CRAFT_02"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_04"
    }
    component_slot = {
        name = "STRIKE_CRAFT_03"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_05"
    }
    component_slot = {
        name = "STRIKE_CRAFT_04"
        template = "large_strike_craft"
        locatorname = "strike_craft_locator_06"
    }
    component_slot = {
        name = "MEDIUM_GUN_01"
        template = "medium_turret"
        locatorname = "gun_1"
    }
    component_slot = {
        name = "MEDIUM_GUN_02"
        template = "medium_turret"
        locatorname = "gun_2"
    }
    component_slot = {
        name = "MEDIUM_GUN_03"
        template = "medium_turret"
        locatorname = "gun_3"
    }
    component_slot = {
        name = "MEDIUM_GUN_04"
        template = "medium_turret"
        locatorname = "gun_4"
    }
    component_slot = {
        name = "MEDIUM_GUN_05"
        template = "medium_turret"
        locatorname = "gun_5"
    }
    component_slot = {
        name = "MEDIUM_GUN_06"
        template = "medium_turret"
        locatorname = "gun_4"
    }
    component_slot = {
        name = "MEDIUM_GUN_07"
        template = "medium_turret"
        locatorname = "gun_5"
    }
    large_utility_slots = 25
    aux_utility_slots = 5

    resources = {
        category = ship_sections
        cost = {
            alloys = 960
        }
    }
}
 
Last edited:

Pyzayt

Captain
15 Badges
Aug 5, 2019
379
296
  • Cities: Skylines
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Synthetic Dawn
Thank you for the response, but I'm afraid I don't think this will help; I'm trying to spawn the Juggernaut as part of its own fleet on game initialisation, as the game does with Fallen Empire Juggernauts. I'll see if I can use an event like this on game initialisation however to spawn the Fallen Empire Juggernaut designs I've made in their capitals somehow, so this might be of some use, but I'm unsure. I know that modifying the code to spawn the FE Colossi hasn't helped any.
 

17blue17

Field Marshal
68 Badges
Nov 9, 2003
6.596
379
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • 500k Club
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Nemesis
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis III Complete
  • Leviathan: Warships
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 2: A House Divided
Thank you for the response, but I'm afraid I don't think this will help; I'm trying to spawn the Juggernaut as part of its own fleet on game initialisation, as the game does with Fallen Empire Juggernauts. I'll see if I can use an event like this on game initialisation however to spawn the Fallen Empire Juggernaut designs I've made in their capitals somehow, so this might be of some use, but I'm unsure. I know that modifying the code to spawn the FE Colossi hasn't helped any.

I understood that from your first post. My point about power is still valid - not enough power and maybe no spawn. And yes only singles in their own fleet work. Also can not assign a leader like an admiral. And yes the game uses events to give fleets to Fallen Empires.