Is there a way to salvage this precursor site?

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Quinzal

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5d12096238a35d93b2f93768b2f62beb.png


Not only did the third site spawn way further than the first two, but the fourth one spawned right on the border of a Xenophobe Fallen Empire.

Is there a way to get it before 2350 when I can realistically put up a fight against them? I was already thinking about restarting this run, so if my precursor is lost then that is the nail in the coffin.
 
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CrazyJ

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The only way you are going to get to that anomaly before you kill the FE is if you go nuts with the console or use some similarly cheesy exploit, but honestly if you were already thinking about restarting then you should probably just go for it and save yourself the trouble.

Alternatively you could simply continue on without your precursor, the zroni really aren't that game changing, don't get me wrong their relic is pretty good if you are already going psionic, and the zro is nice for your economy but it's not really enough of a loss in my mind to justify a restart, unless of course you were already seriously considering it and the zroni being inaccessible was just the icing on the cake of annoyance.
 
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Mastikator

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Dr. B

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Is it possible to take the system, then colonize the planet in Padjitauron before the FE declare war, and release it as a one-system vassal? If you can excavate archaeological sites in vassal territory that is. And if you do not die along with it when the FE attack?
 

InvisibleBison

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If you claim the system, refuse to disband the outpost, and then surrender as soon as the FE declares war, you should be able to re-claim the system and research the site before the truce expires and they can declare war on you again. Though this might anger them enough that they start demanding you humiliate yourself every ten years, so it might not be a good idea.
 
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Ryika

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This seems like a bug - precursors with anomaly sites really shouldn't spawn in systems adjacent to FEs...
Not a bug, just implemented without proper precautions.
Baol Site 3 + 4 require a habitable, but uncolonized, planet to spawn, and it simply chooses the closest planets to the previous site, without too many limitations other than the usual "no anomaly" etc. /edit: Actually, not quite correct. See my post below.
 
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Mastikator

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This seems like a bug - precursors with anomaly sites really shouldn't spawn in systems adjacent to FEs...
I've had one spawn next to a friendly AI territory. I cancelled the NAP immediately but when I declared war they had already taken the relic. Yay. Of course taking their whole empire doesn't give me the relic, it's just gone.
 

Lykus Cerebros

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Not a bug, just implemented without proper precautions.
Baol Site 3 + 4 require a habitable, but uncolonized, planet to spawn, and it simply chooses the closest planets to the previous site, without too many limitations other than the usual "no anomaly" etc.
It should really first look for uncolonized worlds, then colonized and only then go for anything outside of that empires control.

Do you know how the baol sites chose the next one? Because I never had those be outside of my space.
 

Ryika

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It should really first look for uncolonized worlds, then colonized and only then go for anything outside of that empires control.

Do you know how the baol sites chose the next one? Because I never had those be outside of my space.
It looks for an uninhabited planet in your or neutral space first, but if it does not find one, it will simply grab the closest habitable but uninhabited planet that it can find, no matter who owns it.

If you play with the normal amount of empires and don't rush to colonize everything, the game should almost always find such a planet in the first try, but in crowded galaxies the backup probably comes into play quite often.

The actual code:
Code:
    immediate = {
        closest_system = {
            limit = {
                has_access_fleet = root.owner
                NOR = {
                    is_same_value = root.solar_system
                    has_star_flag = first_grunur_site@root.owner
                    has_star_flag = sol_system
                }
                OR = {
                    has_owner = no
                    owner = { is_same_value = root.owner }
                }
                any_system_planet = {
                    habitable_planet = yes
                    NOT = { is_planet_class = pc_city }
                    has_anomaly = no
                    NOT = { exists = archaeological_site }
                    NOT = { has_planet_flag = suppress_archaeological_sites }
                    is_colony = no
                }
            }
            min_steps = 1
            max_steps = 10

            root.owner = { set_visited = prev }
            random_system_planet = {
                limit = {
                    habitable_planet = yes
                    NOT = { is_planet_class = pc_city }
                    has_anomaly = no
                    NOT = { exists = archaeological_site }
                    NOT = { has_planet_flag = suppress_archaeological_sites }
                    is_colony = no
                }
                save_event_target_as = baol_colony_3
            }
        }
        if = { #It is possible that that will not find a system with a valid planet. In that case, sorry player, but we'll have to spread the net a bit
            limit = { NOT = { exists = event_target:baol_colony_3 } }
            closest_system = {
                limit = {
                    NOR = {
                        is_same_value = root.solar_system
                        has_star_flag = first_grunur_site@root.owner
                        has_star_flag = sol_system
                    }
                    any_system_planet = {
                        habitable_planet = yes
                        NOT = { is_planet_class = pc_city }
                        has_anomaly = no
                        NOT = { exists = archaeological_site }
                        NOT = { has_planet_flag = suppress_archaeological_sites }
                        is_colony = no
                    }
                }

                root.owner = { set_visited = prev }
                random_system_planet = {
                    limit = {
                        habitable_planet = yes
                        NOT = { is_planet_class = pc_city }
                        has_anomaly = no
                        NOT = { exists = archaeological_site }
                        NOT = { has_planet_flag = suppress_archaeological_sites }
                        is_colony = no
                    }
                    save_event_target_as = baol_colony_3
                }
            }
        }
    }
 
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