Nemesis moddability changes: over 100 new triggers and effects each

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OldEnt

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This is a detailed rundown of changes to triggers, effects and modifiers which come with Nemesis update, based on Stellaris Dev Diary #204: Scripting Language and Moddability Improvements by @Caligula Caesar, triggger_docs therein attached, (and 3.0.1 files now that it is released).

NOTE 1: This list is subject to change upon Nemesis release and does not include modifiers (and now includes modifiers) .

NOTE 2: List includes new triggers (113), removed/renamed triggers (18) and changed triggers (either by documentation or extension of their function).
It also includes 104 effects that were added, 11 that were removed/renamed, and changed ones. See second post.

NOTE 3: In some cases extended functionality might simply mean functions have been added to documentation.

NOTE 4 : Updated for 3.0.1 Nemesis release, now includes modifiers. 951 modifiers added, none removed.

Source view is available as a GitHub diff page (see second one, compare_versions/current_game_triggers.txt). Green is added, red is removed. Any red check if it does not exist elsewhere as green as it might have been just moved during formatting).

Added localisation documentation in trigger_docs.
=================
[19:56:08][game_application.cpp:1925]:
== LOCALIZATION DOCUMENTATION ==
This is a list of all hardcoded scoped localization commands in the game. It does not include scripted locs (see game/customizable_localization).
In most cases, it is also possible to get the value of variables: [Scope.my_variable].
There are also several unscoped commands: GetDate, GetMidGameDate, GetLateGameDate, GetYear, LastKilledCountryName.
A single opening square bracket '[' will begin a scoped localization statement.
Two consecutive opening square brackets '[[' will escape it, making a single square bracket show up in text instead, i.e. '[[example]' in loc will display as '[example]' in-game.


--Country--
Promotions:
Capital
Ruler
Heir
Species
Federation
Properties
GetName
GetAdj
GetAdjective
GetSpeciesName
GetSpeciesAdj
GetSpeciesNamePlural
GetSpeciesClass
GetSpeciesClassPlural
GetAllianceName
GetRulerName
GetRulerTitle
GetHeirName
GetHeirTitle
GetPersonalityName
GetSpeciesNameInsult
GetSpeciesNamePluralInsult
GetSpeciesNameCompliment
GetSpeciesNamePluralCompliment
GetSpeciesSpawnName
GetSpeciesSpawnNamePlural
GetSpeciesOrganName
GetSpeciesOrganNamePlural
GetSpeciesMouthName
GetSpeciesHandName
GetSpeciesHandNamePlural
GetSpeciesEarName
GetSpeciesEarNamePlural
GetSpeciesToothName
GetSpeciesToothNamePlural
GetRandomSpeciesSound
GetHomeWorldName
GetLastLostRelic
GetLastReceivedRelic
GetGovernmentName
GetRealName
GetCountryType

--Planet--
Promotions:
Owner
System
MoonOf
Sector
Properties
GetName
GetAdj
GetStarName
GetPlanetMoon
GetPlanetMoonCap
GetNebula
GetOwnerName
GetControllerName
GetClassName
GetClassAdj

--Ship (and Starbase)--
Promotions:
Owner
Fleet
Properties
GetName
GetNebula
GetFleetName
GetLeaderName
GetStarName
GetShipSizeName
GetShipSizeNamePlural
GetDesignName

--Pop--
Promotions:
Planet
Faction
Species
Properties
GetName
GetSpeciesName
GetSpeciesNamePlural
GetSpeciesAdj

--System--
Promotions:
Owner
Sector
Properties
GetName
GetAdj
GetNebula
GetClassName

--Fleet--
Promotions:
Owner
Leader
System
Properties
GetName
GetFleetName
GetLeaderName
GetStarName
GetRulerName
GetAdj

--Leader--
Promotions:
Owner
Species
Properties
GetName
GetRegnalName
GetPopFactionName
GetSubjectPronoun
GetSheHe
GetHeShe
GetSubjectPronounCap
GetSheHeCap
GetHeSheCap
GetObjectPronoun
GetHerHim
GetHimHer
GetPossPronoun
GetHerHis
GetHisHer
GetPossPronounCap
GetHerHisCap
GetHisHerCap
GetReflexivePronoun
GetHerselfHimself
GetHimselfHerself
GetRulerTitle
GetTitle
GetRulerName
GetFirstName
GetFirstNameFull
GetSecondName
GetAge

--Army--
Promotions:
Owner
Planet
Leader
Properties
GetName
GetRulerName

--Ambient Object--
Promotions:
Properties
GetName
GetStarName
GetNebula

--Species--
Promotions:
Properties
GetName
GetAdj
GetNamePlural
GetClass
GetClassPlural
GetNameInsult
GetNamePluralInsult
GetNameCompliment
GetNamePluralCompliment
GetSpawnName
GetSpawnNamePlural
GetOrganName
GetOrganNamePlural
GetMouthName
GetHandName
GetHandNamePlural
GetEarName
GetEarNamePlural
GetToothName
GetToothNamePlural
GetRandomSpeciesSound

--War--
Promotions:
MainDefender
MainAttacker
Properties
GetName
GetNumPlayerFleetsGoneMIA

--Pop Faction--
Promotions:
Owner
Leader
Properties
GetName

--Archaeological Site--
Promotions:
Planet
AmbientObject
Fleet
Ship
GalacticObject
Properties

--Federation--
Promotions:
Leader
Properties
GetName

--First Contact--
Promotions:
Leader
Owner
ContactCountry
System
Properties
GetName

--Espionage Operation--
Promotions:
SpyNetwork
Target
Owner
Leader (3.0.3b)
Properties
GetName

--Espionage Asset--
Promotions:
Properties
GetName

--Spy Network--
Promotions:
Target
Owner
Leader
Properties

--Deposit--
Promotions:
Planet
Properties
GetName

--Megastructure--
Promotions:
Owner
System
Planet
Properties
GetName

--Sector--
Promotions:
Owner
Capital
Leader
Properties
GetName
GetFocus
GetType

=================

== Quick remove/rename reference ==

Removed/Renamed triggers:
  1. any_ship (removed, use any_galaxy_fleet)
  2. count_ships (removed, use count_galaxy_fleet)
  3. has_completed_special_project (now: has_completed_special_project_in_log)
  4. has_failed_special_project (now: has_failed_special_project_in_log)
  5. any_planet (now: any_galaxy_planet)
  6. count_planets (now: count_galaxy_planet)
  7. produced_energy (removed)
  8. trade_expenses (removed)
  9. ship_maintenance (removed)
  10. army_maintenance (removed)
  11. colony_maintenance (removed)
  12. station_maintenance (removed)
  13. construction_expenses (removed)
  14. federation_expenses (removed)
  15. any_recruited_leader (removed, use any_owned_leader)
  16. count_recruited_leader (removed, use count_owned_leader)
  17. any_sector (now: any_galaxy_sector)
  18. count_sector (now: count_galaxy_sector)
Removed/Renamed effects:
  1. every_ship (removed, use every_galaxy_fleet)
  2. every_sector (now: every_galaxy_sector)
  3. random_sector (now: random_galaxy_sector)
  4. every_planet (now: every_galaxy_planet)
  5. random_planet (now: random_galaxy_planet)
  6. every_war_defender (now: every_defender)
  7. random_war_defender (now: random_defender)
  8. every_war_attacker (now: every_attacker)
  9. random_war_attacker (now random_attacker)
  10. every_recruited_leader (removed, use every_owned_leader)
  11. random_recruited_leader (removed, use random_owned_leader)

== TRIGGER DOCUMENTATION ==
Changes

Extended functionality (3.0.3b):
Code:
has_population_control - Checks if the pop is prevented from reproducing
has_population_control = { value = bool country = scope }
Supported Scopes: pop leader species
formerly: just pop, no options

Extended functionality (3.0.3b):
Code:
has_migration_control - Checks if the pop is prevented from migrating
has_migration_control = { value = bool country = scope }
Supported Scopes: pop leader species
formerly: just pop, no options

Extended functionality (3.0.3b):
Code:
has_colonization_control - Checks if the pop is prevented from migrating
has_colonization_control = { value = bool country = scope }
Supported Scopes: pop leader species
formerly: no leader, no options

Added trigger (3.0.1):
Code:
has_active_building - Checks if the planet has a specific building, and that that building is not disabled or ruined.
has_building = yes
has_active_building = building_capital_3
Supported Scopes: planet

Added trigger (3.0.1):
Code:
is_total_war - Checks if a war is a total war
is_total_war = yes/no
Supported Scopes: war

Added trigger (3.0.1):
Code:
has_job_category - Checks if the pop is currently working this strata job (worker, specialist, complex_drone, etc.) Returns false if unemployed.
has_job_category = <key>
Supported Scopes: pop

Documentation improvement:
Code:
has_fleet_order - Checks if the ship/fleet has a specific fleet order
has_fleet_order - Checks if the ship/fleet has a specific fleet order. Fleet orders include: move_to_system_point_order orbit_planet_order build_orbital_station_order build_space_station_order colonize_planet_order survey_planet_order research_discovery_orde research_anomaly_order collect_data_fleet_order upgrade_design_at_starbase_fleet_order upgrade_design_at_orbitable_fleet_order return_fleet_order repair_fleet_order evade_hostiles_order follow_order assist_research_order land_armies_order merge_fleet_order aggressive_stance_fleet_order auto_explore_order auto_patrol_order build_megastructure_fleet_order destroy_planet_order planet_killer_weapon_windup_order planet_killer_weapon_fire_order explore_bypass_order use_bypass_order jumpdrive_order  jumpdrive_windup experimental_subspace_navigation_fleet_order excavate_archaeological_site_fleet_order
has_fleet_order = survey_planet_order
Supported Scopes: ship fleet

Extended functionality:
Code:
closest_system - Finds the closest system within the given hyperlane steps and limit = { <triggers> }. If this system does not exist, it returns false. If it does exist, it is checked against the triggers outside of the limit = {}.
closest_system = {
    limit = { <triggers> }
    min_steps = 2
    max_steps = 20
    use_bypasses = yes/no (default: no)
    <triggers>
}
Supported Scopes: all
formerly: no use_bypasses

Extended functionality:
Code:
has_designation = col_rural/<planet scope>
Supported Scopes: planet
formerly: has_designation = col_rural

Extended functionality:
Code:
colony_type = col_rural/<planet scope>
Supported Scopes: planet
formerly: colony_type = col_rural

Changed trigger name:
Code:
envoy_opinion_change = { who = <target> value >= 25 }
Supported Scopes: country
formerly: opinion_change = { who = <target> value >= 25 }

Extended functionality:
Code:
ideal_planet_class = pc_tundra/<planet scope>
Supported Scopes: planet
formerly: ideal_planet_class = pc_tundra

Documentation improvement:
Code:
ethos - Checks the average ethics divergence on the planet, i.e. num of pops not of the country's ethics / total num of pops
ethos < 0.4
Supported Scopes: planet

Extended functionality:
Code:
distance = {
    source = <target>
    min_distance >= 50
    max_distance <= 120
    type=<hyperlane/euclidean>
    bypass_empire=<empire>
    min_jumps = 2
    max_jumps = 10
    same_solar_system = yes/no (default: no; this toggles whether the trigger checks galaxy map or solar system distances)
}
Supported Scopes: megastructure planet ship pop fleet galactic_object leader ambient_object starbase deposit archaeological_site first_contact
formerly: no same_solar_system value, less scopes supported

Extended functionality:
Code:
gender - Checks the leader's gender
gender = female/male/indeterminable
Supported Scopes: leader
formerly: gender = female

Extended functionality:
Code:
any_planet_within_border - Iterate through each planet within the current empire's borders - checks whether the enclosed triggers return true for any of them
any_planet_within_border = { <count=<num/all>> <triggers> }
Supported Scopes: country
formerly: no count

Removed trigger:
Code:
any_ship - Checks if any ships in the game meet the specified criteria
any_ship = { <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

Extended functionality:
Code:
any_moon - Iterate through each moon of the planet - checks whether the enclosed triggers return true for any of them
any_moon = { <count=<num/all>> <triggers> }
Supported Scopes: planet
formerly: no count

Added trigger:
Code:
intel - Checks the country's Intel on the target country
intel = { who = <target> value = 70 }
Supported Scopes: country

Extended functionality:
Code:
any_defender - Iterate through all defenders in the current war - checks whether the enclosed triggers return true for any of them
any_defender = { <count=<num/all>> <triggers> }
Supported Scopes: war
formerly: no count

Extended functionality:
Code:
any_attacker - Iterate through all attackers in the current war - checks whether the enclosed triggers return true for any of them
any_attacker = { <count=<num/all>> <triggers> }
Supported Scopes: war
formerly: no count

Removed trigger:
Code:
has_completed_special_project - Checks if the country has completed a specific special project as part of an in-progress event chain
has_completed_special_project = EMERGENCY_BUOY_PROJECT
Supported Scopes: country

Added trigger:
Code:
has_completed_special_project_in_log - Checks if the country has completed a specific special project as part of an in-progress event chain
has_completed_special_project_in_log = EMERGENCY_BUOY_PROJECT
Supported Scopes: country

Removed trigger:
Code:
has_failed_special_project - Checks if the country has failed, timed out or aborted a specific special project as part of an in-progress event chain
has_completed_special_project = EMERGENCY_BUOY_PROJECT
Supported Scopes: country

Added trigger:
Code:
has_failed_special_project_in_log - Checks if the country has failed, timed out or aborted a specific special project as part of an in-progress event chain
has_failed_special_project_in_log = EMERGENCY_BUOY_PROJECT
Supported Scopes: country

Extended functionality:
Code:
is_subspecies - Checks if the pop/country/species is a subspecies of the target species
is_subspecies = <target>
Supported Scopes: country pop leader species
formerly: no leader scope

Changed functionality:
Code:
is_valid - Checks to see if target scope is valid for the country/planet/army
is_valid = yes/no
Supported Scopes: planet country army
formerly: is_valid = <target>

Removed trigger:
Code:
any_planet - Checks if any planet ANYWHERE meets the specified criteria
any_planet = { <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

Added trigger:
Code:
any_galaxy_planet - Iterate through each planet ANYWHERE in the game; warning: resource intensive! - checks whether the enclosed triggers return true for any of them
any_galaxy_planet = { <count=<num/all>> <triggers> }
Supported Scopes: all

Removed trigger:
Code:
count_planets - Checks the planets in system that meet the criteria
count_planets = { limit = { <triggers> } count < 2 }
Supported Scopes: galactic_object
Supported Targets: none

Added trigger:
Code:
count_galaxy_planet - Iterate through each planet ANYWHERE in the game; warning: resource intensive! - checks whether the enclosed triggers return true for X/all of them
count_galaxy_planet = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: all

Added trigger:
Code:
is_galactic_custodian - Checks if an empire is Custodian of the Galactic Council
is_galactic_custodian = yes/no
Supported Scopes: country

Added trigger:
Code:
has_galactic_custodian - Checks if the Galactic Community has named a Custodian
has_galactic_custodian = yes/no
Supported Scopes: all

Added trigger:
Code:
is_galactic_emperor - Checks if an empire is the Galactic Emperor
is_galactic_emperor = yes/no
Supported Scopes: country

Added trigger:
Code:
has_galactic_emperor - Checks if the Galactic Emperor has taken over
has_galactic_emperor = yes/no
Supported Scopes: all

Added trigger:
Code:
imperial_authority - Checks imperial authority.
imperial_authority >=< 40
Supported Scopes: all

Added trigger:
Code:
has_stage_modifier - Checks if the espionage operation has a certain modifier specific for the current stage
has_modifier = <modifier>
Supported Scopes: espionage_operation

Added trigger:
Code:
galactic_defense_force_exists - Checks if the Galactic Defense Force or Imperial Armada exists
galactic_defense_force_exists = yes/no
Supported Scopes: all

Added trigger:
Code:
has_intel_level - Checks the country's intel level on a category for the target country
has_intel_level = { who = <target> category = economy level = 2 }
Supported Scopes: country

Added trigger:
Code:
has_intel_report - Checks if the country has intel report of at least the specified level on a category for the target country
has_intel_report = { who = <target> category = economy level = 2 }
Supported Scopes: country

Added trigger:
Code:
has_intel - Checks if the specified intel is available for the target country (stale intel will not return true)
has_intel = { who = <target> intel = system_low_intel }
Supported Scopes: country

Added trigger:
Code:
has_stale_intel - Checks if the specified intel is stale for the target country (available intel will not return true)
has_stale_intel = { who = <target> intel = system_low_intel }
Supported Scopes: country

Extended functionality:
Code:
is_owned_by - Checks if the planet/system/army/ship is owned by the target country
is_owned_by = <target>
Supported Scopes: megastructure planet ship pop fleet galactic_object leader army pop_faction starbase deposit sector archaeological_site first_contact spy_network espionage_operation
formerly: less scopes supported

Extended functionality:
Code:
is_planet_class - Checks if the planet is of a certain class
is_planet_class = pc_tundra/<planet scope>
Supported Scopes: planet
formerly: is_planet_class = pc_tundra

Extended functionality:
Code:
is_star_class - Checks if the system/planet(star) is of a certain class
is_star_class = sc_black_hole/<system scope>
Supported Scopes: planet galactic_object
formerly: is_star_class = sc_black_hole

Added trigger:
Code:
can_research_technology - Checks whether the current country is allowed to have the specified technology, i.e. does it fulfil the potential = { } field for that tech, and for any prereq techs that tech has.
can_research_technology = <tech key>
Supported Scopes: country

Added trigger:
Code:
can_copy_random_tech_from - Checks whether the target country has a technology the current country can steal via copy_random_tech_from effect
can_copy_random_tech_from = {
    who = <country>
    category = computing (optional)
    area = physics (optional)
}
Supported Scopes: country

Added trigger:
Code:
can_set_policy - Checks if the country is allowed to set its policy to a specific one using set_policy effect
can_set_policy = { policy = <key> option = <key> }
Supported Scopes: country

Added trigger:
Code:
has_first_contact_flag - Checks if the first contact site has a specific flag
has_first_contact_flag = <flag>
Supported Scopes: first_contact

Added trigger:
Code:
is_capital_system - Checks if the solar has its owner's capital
is_capital_system = yes
Supported Scopes: galactic_object

Extended functionality:
Code:
num_owned_planets - Checks the country's or sector's number of owned planets
num_owned_planets < 8
Supported Scopes: country sector
formerly: less scopes supported

Extended functionality:
Code:
num_pops - Checks the number of pops on the planet/country/pop faction/sector
num_pops > 12
Supported Scopes: planet country pop_faction sector
formerly: less scopes supported

Added trigger:
Code:
num_unemployed - Checks the number of unemployed pops on the planet
num_unemployed > 3
Supported Scopes: planet

Added trigger:
Code:
would_work_job - Checks if the pop will work a specific job if a vacancy becomes available (i.e. does it meet the requirements, would it have a higher job weight?)
would_work_job = <key>
Supported Scopes: pop

Deprecated trigger:
Code:
any_pop - Checks if any of the planet/species/pop faction pops meet the specified criteria. Warning: deprecated, use any_owned_pop/any_species_pop
any_pop = { <triggers> }
Supported Scopes: planet species pop_faction
Note: use any_owned_pop/any_species_pop instead

Extended functionality:
Code:
is_same_species_class - Checks if the pop/country is of the same species class as another pop/country
is_same_species_class = <target>
Supported Scopes: country ship pop leader army species
formerly: less scopes supported

Added trigger:
Code:
is_variable_set - Checks if the specified variable is set on the current scope. Use to avoid unset variables errors
is_variable_set = my_var
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector first_contact

Extended functionality:
Code:
check_variable - Checks a variable for the country/leader/planet/system/fleet
check_variable = { which = <variable> value < <float>/<variable>/<scope> / value = { scope = <scope> variable >=< <variable> } }
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector first_contact
note: greatly expanded, see dev diary 204

Added trigger:
Code:
check_variable_arithmetic - Checks a variable for the scope if a certain amount of arithmetic is done to it (note: the variable's value is not changed by this trigger)
check_variable_arithmetic = {
    which = <variable>
    by = <float>/<variable>/<scope> / by = { scope = <scope> variable = <variable> }
    mode = add/subtract/multiply/divide/modulo
    value < <float>/<variable>/<scope> / value = { scope = <scope> variable >=< <variable> }
}
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector first_contact

Added trigger:
Code:
check_modifier_value - Checks the value of a specified modifier in the current scope against a value.
check_modifier_value = { modifier = pop_growth_speed_reduction value > 1.05
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species design pop_faction spy_network espionage_operation

Added trigger:
Code:
check_galaxy_setup_value - Checks the value for a specific option from the galaxy setup
check_galaxy_setup_value = { setting = <string> value >=< <float> ] }
possible values: num_empires, num_advanced_empires, num_fallen_empires, num_marauder_empires, mid_game_year, end_game_year, victory_year, num_guaranteed_colonies, num_gateways, num_wormhole_pairs, num_hyperlanes, habitable_worlds_scale, primitive_worlds_scale, crisis_strength_scale, tech_costs_scale
Supported Scopes: all

Added trigger:
Code:
is_mobile - Checks if the scoped fleet can move.
is_mobile = <yes/no>
Supported Scopes: fleet

Added trigger:
Code:
is_in_sensor_range - Checks if the specified ship, fleet, planet or system is within sensor range of the scoped country.
is_in_sensor_range = <ship/fleet/system>
Supported Scopes: country

Added trigger:
Code:
is_in_sensor_range_of_country - Checks if the scoped ship, fleet, planet or system is within sensor range of the specified country.
is_in_sensor_rangeof_country = root.owner
Supported Scopes: planet ship fleet galactic_object

Added trigger:
Code:
is_defensive_army - Checks if the army is defensive
is_defensive_army = yes
Supported Scopes: army

Deprecated trigger:
Code:
count_pops - Checks the number of pops in the scope that fulfill the specified criteria. Warning: deprecated, use count_owned_pop/count_species_pop
count_pops = { limit = { <triggers> } count < 6 }
Supported Scopes: planet species pop_faction
note: use count_owned_pop/count_species_pop

Added trigger:
Code:
is_idle - Checks if scoped leader is idle
is_idle = yes
Supported Scopes: leader

Removed trigger:
Code:
produced_energy - Checks the country's gross amount of produced energy credits
produced_energy < 100
Supported Scopes: country
Supported Targets: none

Extended functionality:
Code:
has_envoy_task - Checks the scoped envoy's task.
has_envoy_task = {
    task = improve_relations/harm_relations/federation/galactic_community/spy_network/first_contact/strengthen_imperial_authority/undermine_imperial_authority/none
    target = <country> (optional)
}
Supported Scopes: leader
formerly: less task scopes supported, less targets

Removed trigger:
Code:
trade_expenses - Checks the country's energy credits expenses from trade for the previous month
trade_expenses < 30
Supported Scopes: country
Supported Targets: none

Removed trigger:
Code:
ship_maintenance - Checks the country's total ship maintenance expenses for the previous month, in energy credits
ship_maintenance < 226
Supported Scopes: country
Supported Targets: none

Removed trigger:
Code:
army_maintenance - Checks the country's total army maintenance expenses for the previous month, in energy credits
army_maintenance > 226
Supported Scopes: country
Supported Targets: none

Removed trigger:
Code:
colony_maintenance - Checks the country's total colony maintenance expenses for the previous month, in energy credits
colony_maintenance > 25
Supported Scopes: country
Supported Targets: none

Removed trigger:
Code:
station_maintenance - Checks the country's total orbital station maintenance expenses for the previous month, in energy credits
station_maintenance > 126
Supported Scopes: country
Supported Targets: none

Removed trigger:
Code:
construction_expenses - Checks the country's construction expenses for the previous month
construction_expenses > 290
Supported Scopes: country
Supported Targets: none

Removed trigger:
Code:
federation_expenses - Checks the country's federation expenses for the previous month
federation_expenses < 1000
Supported Scopes: country
Supported Targets: none

Extended functionality:
Code:
has_planet_class - Checks if the system has planet of specific class
has_planet_class = pc_tundra/<scope>
Supported Scopes: galactic_object
formerly: has_planet_class = pc_tundra

Extended functionality:
Code:
any_deposit - Iterate through each deposit on the planet - checks whether the enclosed triggers return true for any of them
any_deposit = { <count=<num/all>> <triggers> }
Supported Scopes: planet
formerly: no count

Code:
has_modifier - Checks if the scope object has a certain modifier
has_modifier = <modifier>
Supported Scopes: megastructure planet country ship pop galactic_object pop_faction federation spy_network espionage_operation
formerly: less scopes supported

Extended functionality:
Code:
any_ship_in_system - Iterate through each ship in the current system - checks whether the enclosed triggers return true for any of them
any_ship_in_system = { <count=<num/all>> <triggers> }
Supported Scopes: galactic_object
formerly: no count

Extended functionality:
Code:
member_of_faction - Checks if the pop belongs to any, or a specific, faction
member_of_faction = no/<pop faction scope>/isolationist
Supported Scopes: pop
formerly: less scopes supported

Extended functionality:
Code:
is_ideal_planet_class - Checks if the planet is of the ideal class for target country, species or pop
is_ideal_planet_class = { who = <target> status = yes/no }
Supported Scopes: planet
formerly: less scopes supported

Extended functionality:
Code:
any_owned_leader - Iterate through each leader that is owned by the country - checks whether the enclosed triggers return true for any of them
any_owned_leader = { <count=<num/all>> <triggers> }
Supported Scopes: country
formerly: no count

Extended functionality:
Code:
any_owned_pop - Iterate through all owned pops - checks whether the enclosed triggers return true for any of them
any_owned_pop = { <count=<num/all>> <triggers> }
Supported Scopes: planet country pop_faction sector
formerly: less scopes supported

Deprecated trigger:
Code:
count_owned_pops - Count the number of owned pops in the country that fulfill the specified criteria. Warning: deprecated, use count_owned_pop
count_owned_pops = { limit = { <triggers> } count > 12 }
Supported Scopes: planet country pop_faction
Note: use count_owned_pop

Removed trigger:
Code:
count_ships - Checks the number of ships in the galaxy that meet the specified criteria
count_ships = { limit = { <triggers> } count < 20 }
Supported Scopes: all
Supported Targets: ???

Extended functionality:
Code:
leader_of_faction - Checks if the leader is the leader of a faction
leader_of_faction = yes/no/<pop faction scope>/isolationist
Supported Scopes: leader
formerly: less scopes supported

Added trigger:
Code:
compare_distance - Checks whether the current scope is closer to a specified object than it is to a second specified object within the same solar system.
compare_distance = { closer_object = root further_object = from }
Supported Scopes: megastructure planet ship pop fleet galactic_object leader ambient_object starbase deposit archaeological_site first_contact

Extended functionality:
Code:
is_war_participant - Checks if target country is participating in the war on the specified side
is_war_participant = { who = <target>/war = <target> side = attackers/defenders/<target> }
Supported Scopes: country war
formerly: less scopes supported, less parameters

Changed functionality:
Code:
any_neighbor_system - Iterate through all a system's neigboring systems by hyperlane - checks whether the enclosed triggers return true for any of them
any_neighbor_system = { <count=<num/all>> <triggers> }
Supported Scopes: galactic_object
formerly: no count, option to ignore_hyperlanes

Extended functionality:
Code:
is_within_borders_of - Checks if the planet/system/fleet/ship is within the borders of the target country
is_within_borders_of = <target>
Supported Scopes: planet ship fleet galactic_object
formerly: less scopes supported

Added trigger:
Code:
num_repeatable_techs - Checks the country's number of researched repeatable technologies
num_repeatable_techs < 4
Supported Scopes: country

Extended functionality:
Code:
any_subject - Iterate through all subjects of the scoped country - checks whether the enclosed triggers return true for any of them
any_subject = { <count=<num/all>> <triggers> }
Supported Scopes: country
formerly: no count

Extended functionality:
Code:
is_majority_species - checks if the current species is the dominant species of the specified country.
is_majority_species = <country>
Supported Scopes: planet pop leader species
formerly: less scopes supported

Extended functionality:
Code:
has_non_swapped_tradition - Checks if a country has the given tradition and it is not swapped. Also returns true if the tradition is swapped but has inherit_effects = yes (i.e. it's a cosmetic flavor swap).
has_non_swapped_tradition = tr_my_santa_claus_tradition
Supported Scopes: country
note: Also returns true if the tradition is swapped but has inherit_effects = yes (i.e. it's a cosmetic flavor swap).

Added trigger:
Code:
allowed_crisis_type - Checks which crisis is allowed to spawn in the current game
allowed_crisis_type = prethoryn/unbidden/contingency/all
Supported Scopes: all

Extended functionality:
Code:
resource_stockpile_compare - Checks specific resource stockpile for the country scope:
resource_stockpile_compare = {
    resource = <resource_name>
    value ><= <value>
    mult = <variable> (optional: multiply the value by a variable, e.g. for when you are doing the same with add_resource)
}
Supported Scopes: country
formerly: no mult

Added trigger:
Code:
market_resource_price - Checks market price of a specific resource for the current country:
market_resource_price = {
    resource = <resource_name>
    amount = <value> (how much are you buying/selling)
    trade_type = market_buy/market_sell/not_set (i.e. price without market fees)
    value ><= <value>
}
Supported Scopes: country

Extended functionality:
Code:
pop_percentage = {
    percentage > 0.74
    limit = { <triggers> }
    exclude = { <triggers> } (optional: specifies pops to exclude from the calculation)
}
Supported Scopes: planet country pop_faction sector
formerly: less scopes supported, less options

Extended functionality:
Code:
has_colonization_control - Checks if the pop is prevented from migrating
has_colonization_control = { value = bool country = scope }
Supported Scopes: pop species
formerly: has_colonization_control = yes

Extended functionality:
Code:
pop_maintenance_cost - Checks the maintenace costs of a pop
pop_maintenance_cost = { value > 0.5 resource = energy }
Supported Scopes: pop
formerly: pop_maintenance_cost > 0

Extended functionality:
Code:
controlled_systems - Checks the country's or sector's number of owned systems
controlled_systems < 3
Supported Scopes: country sector
formerly: less scopes supported

Added trigger:
Code:
can_buy_on_market - Checks if the current country can buy the specified resource on the market or galactic market
can_buy_on_market = <resource_name>
Supported Scopes: country

Extended functionality:
Code:
is_site_last_die_result - Compares the last dice roll.
is_site_last_die_result >= <int>
Supported Scopes: archaeological_site first_contact
formerly: less scopes supported

Extended functionality:
Code:
is_current_stage_difficulty - Compares the current stage difficulty.
is_current_stage_difficulty >= <int>
Supported Scopes: archaeological_site first_contact
formerly: less scopes supported

Extended functionality:
Code:
is_site_current_stage_score - Compares the current stage discovery score.
is_site_current_stage_score >= <int>
Supported Scopes: archaeological_site first_contact
formerly: less scopes supported

Extended functionality:
Code:
is_site_current_stage_score_no_die - Compares the current stage discovery score excluding the current die roll.
is_site_current_stage_score_no_die >= <int>
Supported Scopes: archaeological_site first_contact
formerly: less scopes supported

Added trigger:
Code:
is_artificial - Checks if the planet is artificial (as set in planet_classes)
is_artificial = yes
Supported Scopes: planet

Added trigger:
Code:
num_members - Checks number of members in scoped federation
num_members >=< <integer value>
Supported Scopes: federation

Added trigger:
Code:
num_associates - Checks number of associates in scoped federation
num_associates >=< <integer value>
Supported Scopes: federation

Extended functionality:
Code:
any_owned_species - Check if any of the species <on the planet/in the country> meet the specified criteria - checks whether the enclosed triggers return true for any of them
any_owned_species = { <count=<num/all>> <triggers> }
Supported Scopes: planet country
formerly: no count

Extended functionality:
Code:
any_enslaved_species - Check if any of the species with enslaved pops <on the planet/in the country> meet the specified criteria - checks whether the enclosed triggers return true for any of them
any_enslaved_species = { <count=<num/all>> <triggers> }
Supported Scopes: planet country
formerly: no count

Added trigger:
Code:
num_defensive_pacts - Checks the number of defensive pacts the current country has.
num_defensive_pacts > 2
Supported Scopes: country

Added trigger:
Code:
num_support_independence - Checks the number of empires the current country is supporting the independence of.
num_support_independence > 2
Supported Scopes: country

Added trigger:
Code:
num_guarantees - Checks the number of empires the current country is guaranteeing.
num_guarantees > 2
Supported Scopes: country

Added trigger:
Code:
num_non_aggression_pacts - Checks the number of non-aggression pacts the current country has.
num_non_aggression_pacts > 2
Supported Scopes: country

Added trigger:
Code:
num_commercial_pacts - Checks the number of commercial pacts the current country has.
num_commercial_pacts > 2
Supported Scopes: country

Added trigger:
Code:
num_research_agreements - Checks the number of research agreements a country has
num_research_agreements > 2
Supported Scopes: country

Added trigger:
Code:
num_migration_pacts - Checks the number of migration pacts a country has
num_migration_pacts > 2
Supported Scopes: country

Added trigger:
Code:
num_rivals - Checks the number of rivalries a country has
num_rivals > 2
Supported Scopes: country

Added trigger:
Code:
num_closed_borders - Checks the number of countries the country has closed borders to
num_closed_borders > 2
Supported Scopes: country

Added trigger:
Code:
num_truces - Checks the number of truces country has
num_truces > 2
Supported Scopes: country

Added trigger:
Code:
has_active_first_contact_with - Checks if the scoped country has an active First Contact site with the target country
has_active_first_contact_with = <country>
Supported Scopes: country

Added trigger:
Code:
is_current_first_contact_stage - Checks if the scoped first contact is at the specified stage.
is_current_first_contact_stage = default_stage_2
Supported Scopes: first_contact

Added trigger:
Code:
has_spynetwork - Checks if scoped country has any spynetworks with a value > 0
has_spynetwork = yes
Supported Scopes: country

Added trigger:
Code:
has_espionage_asset - Checks if the scope hold an asset of specified type
has_espionage_asset = <asset type>
Supported Scopes: spy_network espionage_operation

Added trigger:
Code:
has_espionage_operation_flag - Checks if the espionage operation has a specific flag
has_espionage_operation_flag = <flag>
Supported Scopes: espionage_operation

Added trigger:
Code:
has_menace_perk - Checks if a country has a specific Menace Perk unlocked.
has_menace_perk = <menace_perk_name>
Supported Scopes: country

Added trigger:
Code:
has_menace_perk - Checks if a country has a specific Menace Perk unlocked.
has_menace_perk = <menace_perk_name>
Supported Scopes: country

Added trigger:
Code:
num_organic_pops_per_year - Checks how many organic pops the planet expects to gain in a year on average (through growth and assembly) at the current rate.
num_organic_pops_grown_per_year > 0.41
Supported Scopes: planet

Added trigger:
Code:
num_artificial_pops_per_year - Checks how many artificial pops the planet expects to assemble in a year on average at the current rate.
num_artificial_pops_grown_per_year > 0.41
Supported Scopes: planet

Added trigger:
Code:
has_spy_power - Compares the spy power of the network
has_spy_power = <num>
Supported Scopes: spy_network

Added trigger:
Code:
has_available_spy_power - Compares the available spy power of the network
has_available_spy_power = <num>
Supported Scopes: spy_network

Added trigger:
Code:
has_espionage_category - Checks if the scope is of a specific category
has_espionage_category = <espionage category key>
Supported Scopes: espionage_operation

Added trigger:
Code:
is_running_espionage_operation - Checks if the scope is currently running an espionage operation
is_running_espionage_operation = <bool>
Supported Scopes: country spy_network

Added trigger:
Code:
has_espionage_type - Checks if the scope is of a specific type
has_espionage_type = <espionage type key>
Supported Scopes: espionage_operation

Added trigger:
Code:
relative_encryption_decryption - Divides the encryption value of the scope object with the decryption value of the target and compares with value.
Target is only used for country scope.
relative_encryption_decryption = {
    target = <country>
    value > 1.0
}
Supported Scopes: country spy_network espionage_operation

Added trigger:
Code:
is_espionage_operation_days_to_next_die_roll - Compares days to next die roll.
is_espionage_operation_days_to_next_die_roll >= <value>
Supported Scopes: espionage_operation

Added trigger:
Code:
is_espionage_operation_chapter - Compares the current espionage operation chapter index.
is_espionage_operation_chapter >= <int>
Supported Scopes: espionage_operation

Added trigger:
Code:
is_espionage_operation_difficulty - Compares the espionage operation difficulty.
is_espionage_operation_difficulty >= <value>
Supported Scopes: espionage_operation

Added trigger:
Code:
is_espionage_operation_score_no_die - Compares the current espionage score excluding the current die roll.
is_espionage_operation_score_no_die >= <value>
Supported Scopes: espionage_operation

Added trigger:
Code:
is_espionage_operation_score - Compares the current espionage score.
is_espionage_operation_score >= <value>
Supported Scopes: espionage_operation

Added trigger:
Code:
is_espionage_operation_last_die_result - Compares the last dice roll.
is_espionage_operation_last_die_result >= <int>
Supported Scopes: espionage_operation

Removed trigger:
Code:
any_recruited_leader - Iterate through each leader that is owned by the country
any_recruited_leader = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

Added trigger:
Code:
num_espionage_assets - Compares the number of assets associated with the scope object.
num_espionage_assets = <int>
Supported Scopes: spy_network espionage_operation

Removed trigger:
Code:
count_recruited_leader - Iterate through each leader that is owned by the country
count_recruited_leader = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none

Added trigger:
Code:
has_ship_owner_type - Checks if the ship/fleet/design has a specific owner type (country/federation/galactic_community/global_ship_design)
has_ship_owner_type = galactic_community
Supported Scopes: ship fleet design

Added trigger:
Code:
has_crisis_level - Checks if a country has a specific Crisis Level unlocked.
has_crisis_level = <crisis_level_name>
Supported Scopes: country

Added trigger:
Code:
has_spynetwork_value - Compares spy network value of the scoped object
has_spynetwork_value >= <value>
Supported Scopes: spy_network

Added trigger:
Code:
is_spynetwork_level - Compares spy network level of the scoped object
is_spynetwork_level >= <int>
Supported Scopes: spy_network

Added trigger:
Code:
is_counter_espionage - Compares counter espionage of the scoped object
is_counter_espionage >= <value>
Supported Scopes: country

Added trigger:
Code:
has_embassy - Check if the country has an embassy with the target country
has_embassy = <target>
Supported Scopes: country

Added trigger:
Code:
is_spynetwork_max_level - Compares spy network max level of the scoped object
is_spynetwork_max_level >= <int>
Supported Scopes: spy_network

Added trigger:
Code:
any_ground_combat_defender - Iterate through each army currently defending the planet in ground combat - checks whether the enclosed triggers return true for any of them
any_ground_combat_defender = { <count=<num/all>> <triggers> }
Supported Scopes: planet

Added trigger:
Code:
count_ground_combat_defender - Iterate through each army currently defending the planet in ground combat - checks whether the enclosed triggers return true for X/all of them
count_ground_combat_defender = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: planet

Added trigger:
Code:
any_ground_combat_attacker - Iterate through each army currently attacking the planet in ground combat - checks whether the enclosed triggers return true for any of them
any_ground_combat_attacker = { <count=<num/all>> <triggers> }
Supported Scopes: planet

Added trigger:
Code:
count_ground_combat_attacker - Iterate through each army currently attacking the planet in ground combat - checks whether the enclosed triggers return true for X/all of them
count_ground_combat_attacker = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: planet

Removed trigger:
Code:
any_sector - Iterate through all sectors
any_sector = { <count=<num/all>> <triggers> }
Supported Scopes: all

Removed trigger:
Code:
count_sector - Iterate through all sectors
count_sector = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: none

Added trigger:
Code:
count_subject - Iterate through all subjects of the scoped country - checks whether the enclosed triggers return true for X/all of them
count_subject = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: country

Added trigger:
Code:
any_spynetwork - Iterate through each spynetwork - checks whether the enclosed triggers return true for any of them
any_spynetwork = { <count=<num/all>> <triggers> }
Supported Scopes: country no_scope

Added trigger:
Code:
count_spynetwork - Iterate through each spynetwork - checks whether the enclosed triggers return true for X/all of them
count_spynetwork = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: country no_scope

Added trigger:
Code:
any_espionage_operation - Iterate through each espionage operation - checks whether the enclosed triggers return true for any of them
any_espionage_operation = { <count=<num/all>> <triggers> }
Supported Scopes: country no_scope spy_network

Added trigger:
Code:
count_espionage_operation - Iterate through each espionage operation - checks whether the enclosed triggers return true for X/all of them
count_espionage_operation = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: country no_scope spy_network

Added trigger:
Code:
any_espionage_asset - Iterate through each espionage asset - checks whether the enclosed triggers return true for any of them
any_espionage_asset = { <count=<num/all>> <triggers> }
Supported Scopes: no_scope spy_network espionage_operation

Added trigger:
Code:
count_espionage_asset - Iterate through each espionage asset - checks whether the enclosed triggers return true for X/all of them
count_espionage_asset = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: no_scope spy_network espionage_operation

Added trigger:
Code:
any_first_contact - Iterate through each first contact (both active and complete) that this country is engaging in - checks whether the enclosed triggers return true for any of them
any_first_contact = { <count=<num/all>> <triggers> }
Supported Scopes: country

Added trigger:
Code:
count_first_contact - Iterate through each first contact (both active and complete) that this country is engaging in - checks whether the enclosed triggers return true for X/all of them
count_first_contact = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: country

Added trigger:
Code:
any_active_first_contact - Iterate through each active (non-completed) first contact that this country is engaging in - checks whether the enclosed triggers return true for any of them
any_active_first_contact = { <count=<num/all>> <triggers> }
Supported Scopes: country

Added trigger:
Code:
count_active_first_contact - Iterate through each active (non-completed) first contact that this country is engaging in - checks whether the enclosed triggers return true for X/all of them
count_active_first_contact = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: country

Added trigger:
Code:
any_galaxy_fleet - Iterate through each fleet in the entire game - checks whether the enclosed triggers return true for any of them
any_galaxy_fleet = { <count=<num/all>> <triggers> }
Supported Scopes: all

Added trigger:
Code:
count_galaxy_fleet - Iterate through each fleet in the entire game - checks whether the enclosed triggers return true for X/all of them
count_galaxy_fleet = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: all

Added trigger:
Code:
count_owned_leader - Iterate through each leader that is owned by the country - checks whether the enclosed triggers return true for X/all of them
count_owned_leader = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: country

Added trigger:
Code:
any_associate - Iterate through each associate member of the federation - checks whether the enclosed triggers return true for any of them
any_associate = { <count=<num/all>> <triggers> }
Supported Scopes: federation

Added trigger:
Code:
count_associate - Iterate through each associate member of the federation - checks whether the enclosed triggers return true for X/all of them
count_associate = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: federation

Added trigger:
Code:
count_system_planet - Iterate through each planet in the current system - checks whether the enclosed triggers return true for X/all of them
count_system_planet = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: galactic_object

Added trigger:
Code:
count_planet_within_border - Iterate through each planet within the current empire's borders - checks whether the enclosed triggers return true for X/all of them
count_planet_within_border = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: country

Added trigger:
Code:
count_owned_planet - Iterate through each inhabited planet owned by the current empire - checks whether the enclosed triggers return true for X/all of them
count_owned_planet = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: country sector

Added trigger:
Code:
count_controlled_planet - Iterate through each inhabited planet controlled by the current empire - checks whether the enclosed triggers return true for X/all of them
count_controlled_planet = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: country

Added trigger:
Code:
count_moon - Iterate through each moon of the planet - checks whether the enclosed triggers return true for X/all of them
count_moon = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: planet

Added trigger:
Code:
any_species_pop - Iterate through each pop that belongs to this species; warning: resource-intensive! - checks whether the enclosed triggers return true for any of them
any_species_pop = { <count=<num/all>> <triggers> }
Supported Scopes: species

Added trigger:
Code:
count_species_pop - Iterate through each pop that belongs to this species; warning: resource-intensive! - checks whether the enclosed triggers return true for X/all of them
count_species_pop = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: species

Added trigger:
Code:
any_galaxy_sector - Iterate through all sectors in the game - checks whether the enclosed triggers return true for any of them
any_galaxy_sector = { <count=<num/all>> <triggers> }
Supported Scopes: all

Added trigger:
Code:
count_galaxy_sector - Iterate through all sectors in the game - checks whether the enclosed triggers return true for X/all of them
count_galaxy_sector = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: all

Added trigger:
Code:
count_ship_in_system - Iterate through each ship in the current system - checks whether the enclosed triggers return true for X/all of them
count_ship_in_system = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: galactic_object

Added trigger:
Code:
any_neighbor_system_euclidean - Iterate through all a system's neigboring systems (by closeness, not by hyperlanes) - checks whether the enclosed triggers return true for any of them
any_neighbor_system_euclidean = { <count=<num/all>> <triggers> }
Supported Scopes: galactic_object

Added trigger:
Code:
count_neighbor_system_euclidean = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: galactic_object

Added trigger:
Code:
count_attacker - Iterate through all attackers in the current war - checks whether the enclosed triggers return true for X/all of them
count_attacker = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: war

Added trigger:
Code:
count_defender - Iterate through all defenders in the current war - checks whether the enclosed triggers return true for X/all of them
count_defender = {
    count = <num/all>
    limit = { <triggers> }
}
Supported Scopes: war
 
Last edited:
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== EFFECT DOCUMENTATION ==
Changes

Added effect ( 3.0.3b):
Code:
dissolve_federation - Dissolved the current federation
dissolve_federation = yes
Supported Scopes: federation

Added effect ( 3.0.1):
Code:
set_update_modifiers_batch - Disables modifier system to do full updates between Begin and End.
On end it will trigger a full update of any dirty modifiers.
Begin: set_update_modifiers_batch = begin
End: set_update_modifiers_batch = end
Supported Scopes: all

Extended effect functionality ( 3.0.1):
Code:
create_country = {
    name = <string/random>
    adjective = <string>
    contact_rule = <string>
type = <key>
    auto_delete = <bool>
    name_list = <key>
    ship_prefix = <string>
    authority = <key>
    civics = random / { civic = <key> civic = random }
    species = <target>
    flag = <random / { icon = { category = <key> file = <filename.dds> } background = { category = <key> file = <filename.dds> } colors = { <key> <key> } }
    ethos = <random / { ethic = <key> ethic = <key> }>
    restrictions = { <restrictions, see "common\governments\readme_requirements.txt"> }
    effect = { <effects executed on country> }
}
Supported Scopes: all
formerly:  no contact_rule = <string>

Extended effect functionality ( 3.0.1):
Code:
change_government = {
    authority = random / <key>
    civics = random / { civic = <key> civic = random }
cooldown = no (default: yes)
remove_invalid_civics = yes (default: no)
}
Supported Scopes: country
formerly:  no option for remove_invalid_civics = yes (default: no)

Added effect:
Code:
win - The scoped country wins the game
win_game = yes
Supported Scopes: country

Extended effect functionality:
Code:
random_owned_planet - Iterate through each inhabited planet owned by the current empire - executes the enclosed effects on one of them for which the limit triggers return true
random_owned_planet = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country sector
formerly: less scopes supported, no weights

Removed effect:
Code:
every_planet - Executes enclosed effects for every planet in the game that meet the limit criteria
every_planet = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

Extended effect functionality:
Code:
random_controlled_planet - Iterate through each inhabited planet controlled by the current empire - executes the enclosed effects on one of them for which the limit triggers return true
random_controlled_planet = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country
formerly no weights

Extended effect functionality:
Code:
set_owner - Instantly sets the owner of the scoped planet/fleet/army/starbase to target country
set_owner = <target>
Supported Scopes: megastructure planet fleet leader army starbase
formerly: less scopes supported

Added effect:
Code:
random_galaxy_planet - Iterate through each planet ANYWHERE in the game; warning: resource intensive! - executes the enclosed effects on one of them for which the limit triggers return true
random_galaxy_planet = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: all

Removed effect:
Code:
every_sector - Iterate through all sectors
every_sector = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

Added effect:
Code:
every_galaxy_planet - Iterate through each planet ANYWHERE in the game; warning: resource intensive! - executes the enclosed effects on all of them for which the limit triggers return true
every_galaxy_planet = { limit = { <triggers> } <effects> }
Supported Scopes: all

Extended effect functionality:
Code:
random_owned_sector - Iterate through every owned sector - executes the enclosed effects on one of them for which the limit triggers return true
random_owned_sector = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country
formerly: no weights

Extended effect functionality:
Code:
random_owned_pop_species - Iterate through each species of a country's owned pops - executes the enclosed effects on one of them for which the limit triggers return true
random_owned_pop_species = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country
formerly: no weights

Removed effect:
Code:
every_ship - Executes enclosed effects for every ship in the game that meet the limit criteria
every_ship = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

Added effect:
Code:
random_ship_in_system - Iterate through each ship in the current system - executes the enclosed effects on one of them for which the limit triggers return true
random_ship_in_system = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: galactic_object

Added effect:
Code:
every_ship_in_system - Iterate through each ship in the current system - executes the enclosed effects on all of them for which the limit triggers return true
every_ship_in_system = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object

Extended effect functionality:
Code:
random_galaxy_species - Check if any species in the galaxy meet the specified criteria - executes the enclosed effects on one of them for which the limit triggers return true
random_galaxy_species = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: all
formerly: no weights

Extended effect functionality:
Code:
random_owned_species - Check if any of the species <on the planet/in the country> meet the specified criteria - executes the enclosed effects on one of them for which the limit triggers return true
random_owned_species = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: planet country
formerly: no weights

Extended effect functionality:
Code:
random_enslaved_species - Check if any of the species with enslaved pops <on the planet/in the country> meet the specified criteria - executes the enclosed effects on one of them for which the limit triggers return true
random_enslaved_species = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
formerly: no weights

Extended effect functionality:
Code:
random_owned_starbase - Iterate through every owned starbase - executes the enclosed effects on one of them for which the limit triggers return true
random_owned_starbase = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country
formerly: no weights

Added effect:
Code:
random_species_pop - Iterate through each pop that belongs to this species; warning: resource-intensive! - executes the enclosed effects on one of them for which the limit triggers return true
random_species_pop = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: species

Added effect:
Code:
every_species_pop - Iterate through each pop that belongs to this species; warning: resource-intensive! - executes the enclosed effects on all of them for which the limit triggers return true
every_species_pop = { limit = { <triggers> } <effects> }
Supported Scopes: species

Added effect:
Code:
random_galaxy_sector - Iterate through all sectors in the game - executes the enclosed effects on one of them for which the limit triggers return true
random_galaxy_sector = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: all

Added effect:
Code:
every_galaxy_sector - Iterate through all sectors in the game - executes the enclosed effects on all of them for which the limit triggers return true
every_galaxy_sector = { limit = { <triggers> } <effects> }
Supported Scopes: all

Removed effect:
Code:
every_war_defender - Executes enclosed effects on every defender that meets the limit criteria in the scoped country's war with a specific enemy
every_war_defender = { enemy = <target> limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

Removed effect:
Code:
every_war_attacker - Executes enclosed effects on every attacker that meets the limit criteria in the scoped country's war with a specific enemy
every_war_attacker = { enemy = <target> limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

Removed effect:
Code:
random_war_defender - Executes enclosed effects on a random defender that meets the limit criteria in the scoped country's war with a specific enemy
random_war_defender = { enemy = <target> limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

Removed effect:
Code:
random_war_attacker - Executes enclosed effects on a random attacker that meets the limit criteria in the scoped country's war with a specific enemy
random_war_attacker = { enemy = <target> limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

Added effect:
Code:
set_first_contact_flag - Sets an arbitrarily-named flag on the scoped first contact site
set_first_contact_flag = <key>
Supported Scopes: first_contact

Added effect:
Code:
remove_first_contact_flag - Removes a flag from the scoped first contact site
remove_first_contact_flag = <key>
Supported Scopes: first_contact

Extended effect functionality:
Code:
random_owned_ship - Iterate through each ship in the fleet or owned by the country - executes the enclosed effects on one of them for which the limit triggers return true
random_owned_ship = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country fleet
formerly: no weights

Extended effect functionality:
Code:
create_army = {
    name = <string>
    owner = <target>
    species = <target>
    species = <target>/random
    type = <key>
}
Supported Scopes: planet
formerly: species = <target>

Extended effect functionality:
Code:
modify_army - Modifies army with parameters:
modify_army = {
    name = <string>
    owner = <target>
    species = <target>
    species = <target>/random
    type = <key>
}
Supported Scopes: army
formerly: species = <target>

Extended effect functionality:
Code:
random_country - Iterate through all countries - executes the enclosed effects on one of them for which the limit triggers return true
random_country = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
formerly no weights

Added effect:
Code:
set_star_class - Sets the star's star class, affecting system and galactic map graphics and potentially modifiers. Also changes the planet class of the system's primary star.
set_star_class = <star class>
Supported Scopes: galactic_object

Deprecated effect:
Code:
random_pop - Executes enclosed effects on a random pop that meets the limit criteria. Warning: deprecated, use random_owned_pop
random_pop = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Note: use random_owned_pop

Extended effect functionality:
Code:
every_owned_pop - Iterate through all owned pops - executes the enclosed effects on all of them for which the limit triggers return true
every_owned_pop = { limit = { <triggers> } <effects> }
Supported Scopes: planet country pop_faction sector
formerly: less scopes supported

Removed effect:
Code:
random_planet - Executes enclosed effects on a random planet that meets the limit criteria
random_planet = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

Extended effect functionality:
Code:
add_modifier - Adds a specific modifier to the scoped object for a set duration
add_modifier = {
    modifier = <key>
    days/months/years = <int, -1 (default) means it never expires>
    multiplier = <float>/<variable> (optional)
    clear_on_owner_change = yes (optional: default no; clears modifier if planet/system/megastructure's owner changes)
}
Supported Scopes: megastructure planet country ship pop fleet galactic_object pop_faction federation spy_network espionage_operation
formerly: less scopes supported, less options

Extended effect functionality:
Code:
set_variable = { which = <string> value = <float>/<variable>/<scope> / value = { scope = <scope> variable = <variable> } }
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector first_contact
formerly: less scopes supported, less options

Added effect:
Code:
clear_variable - Clears a previously-set variable from the game.
clear_variable = <string>
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector first_contact

Added effect:
Code:
round_variable - Rounds a previously-set variable to the closest integer.
round_variable = <string>
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector first_contact

Added effect:
Code:
floor_variable - Rounds a previously-set variable down to the previous integer.
floor_variable = <string>
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector first_contact

Added effect:
Code:
ceiling_variable - Rounds a previously-set variable up to the next integer.
ceiling_variable = <string>
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector first_contact

Added effect:
Code:
export_modifier_to_variable - Exports the value of a specified modifier in the current scope to a specified variable.
export_modifier_to_variable = { modifier = pop_growth_speed_reduction variable = <string> }
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species pop_faction

Added effect:
Code:
export_trigger_value_to_variable - Exports the value of a specified simple value trigger (i.e. no { }, returns a number on the right hand side) to a specified variable.
export_trigger_value_to_variable = { trigger = num_pops variable = <string> rounded = yes (default: no) }
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector first_contact

Added effect:
Code:
export_resource_stockpile_to_variable - Exports the value of the current country's stockpile of the specified resource to a variable.
export_resource_stockpile_to_variable = { resource = energy variable = <string> }
Supported Scopes: country

Added effect:
Code:
export_resource_income_to_variable - Exports the value of the current country's monthly income of the specified resource to a variable.
export_resource_income_to_variable = { resource = energy variable = <string> }
Supported Scopes: country

Extended effect functionality:
Code:
change_variable = { which = <string> = value = <int> }
change_variable = { which = <string> value = <float>/<variable>/<scope> / value = { scope = <scope> variable = <variable> } }
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector first_contact
formerly: less scopes supported, less options

Extended effect functionality:
Code:
random_playable_country - Iterate through all playable countries - executes the enclosed effects on one of them for which the limit triggers return true
random_playable_country = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: all
formerly: no weights

Added effect:
Code:
destroy_and_spawn_debris_for - Sets the current ship or fleet to be destroyed and spawn a debris project for the specified country.
destroy_and_spawn_debris_for = from
Supported Scopes: ship fleet

Extended effect functionality:
Code:
create_ambient_object - Creates a new ambient object
create_ambient_object = { type = <key> location = <target> }
For VFX use:
create_ambient_object = {
    type = <key>
    scale = <float>
    location = <target>
    use_3d_location = <bool, use 3D entity or 2D coordinate of the location entity as base>
    entity_offset = {
        min = <int>
        max = <int>
    }
    entity_offset_angle = {
        min = <int>
        max = <int>
    }
    entity_offset_height = {
        min = <int>
        max = <int>
    }
entity_face_object = star/FROM/etc
entity_scale_to_size = yes/no
    play_animation_once = yes/no
    target = <target>
    duration = <int, days>
}
Supported Scopes: all
formerly: no play_animation_once = yes/no

Added effect:
Code:
set_hostile - Sets the target country as hostile. This will work on countries you don't have comms with, unlike set_faction_hostility.
set_hostile = from
Supported Scopes: country

Extended effect functionality:
Code:
random_system_planet - Iterate through each planet in the current system - executes the enclosed effects on one of them for which the limit triggers return true
random_system_planet = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: galactic_object
formerly: no weights

Extended effect functionality:
Code:
random_deposit - Iterate through each deposit on the planet - executes the enclosed effects on one of them for which the limit triggers return true
random_deposit = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: planet
formerly: no weights

Added effect:
Code:
set_policy_cooldown - Sets the specified policy group to have a cooldown as if the policy had just been changed.
set_policy_cooldown = <policy group e.g. diplomatic_stance>
Supported Scopes: planet country ship pop

Extended effect functionality:
Code:
random_moon - Iterate through each moon of the planet - executes the enclosed effects on one of them for which the limit triggers return true
random_moon = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: planet
formerly: no weights

Extended effect functionality:
Code:
kill_leader - Kills the scoped leader or leader of the scoped country/fleet/ship/planet/army
kill_leader = { type = general type = scientist etc. }
kill_leader = {
    type = <key, optional, if left out will kill scoped leader>
    show_notification = <yes/no> heir = <yes, optional, if added to type = ruler, will kill heir instead>
    fire = yes (default: no; if yes, fires on_leader_fired instead of on_leader_death
}
Supported Scopes: planet country ship fleet leader army
formerly: all leaders were killed and not fired, no on_leader_fired action

Added effect:
Code:
set_timed_first_contact_flag - Sets an arbitrarily-named flag on the scoped first contact site for a set duration
set_timed_first_contact_flag = { flag = <key> days = <int> }
Supported Scopes: first_contact

Extended effect functionality:
Code:
random_rim_system - Iterate through all rim systems - executes the enclosed effects on one of them for which the limit triggers return true
random_rim_system = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: all
formerly: no weights

Extended effect functionality:
Code:
remove_modifier - Removes a specific modifier from the scope object
remove_modifier = <key>
Supported Scopes: megastructure planet country ship pop fleet galactic_object pop_faction federation spy_network espionage_operation
formerly: less scopes supported

Extended effect functionality:
Code:
random_owned_leader - Iterate through each leader that is owned by the country - executes the enclosed effects on one of them for which the limit triggers return true
random_owned_leader = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country
formerly: no weights

Extended effect functionality:
Code:
leave_alliance - Removes scoped country from any alliances it is in
leave_alliance = {
    override_requirements = yes/no (default: no)
    apply_opinion_penalty = yes (default: no; sets whether 'Broke Federation' opinion is applied)
}
Supported Scopes: country
formerly: no apply_opinion_penalty

Extended effect functionality:
Code:
random_owned_pop - Iterate through all owned pops - executes the enclosed effects on one of them for which the limit triggers return true
random_owned_pop = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: planet country pop_faction sector
formerly: less scopes supported, no weights

Improved effect documentation:
Code:
closest_system - Executes enclosed effects on a system -within a specific number of jumps span- that meets the limit criteria. This completely ignores bypasses (wormholes and gateways)
closest_system = {
    min_steps = <int, minimum # of systems 'away'>
    max_steps = <int, maximum # of systems 'away'>
    use_bypasses = yes/no (default: no)
    limit = { <triggers> }
    <effects>
}
Supported Scopes: all

Extended effect functionality:
Code:
random_owned_fleet - Iterate through each fleet owned by the country - executes the enclosed effects on one of them for which the limit triggers return true
random_owned_fleet = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country
formerly: no weights

Extended effect functionality:
Code:
random_system_ambient_object - Iterate through every ambient object in the solar system - executes the enclosed effects on one of them for which the limit triggers return true
random_system_ambient_object = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: galactic_object
formerly: no weights

Extended effect functionality:
Code:
random_fleet_in_system - Iterate through each fleet in the current system - executes the enclosed effects on one of them for which the limit triggers return true
random_fleet_in_system = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: galactic_object
formerly: no weights

Changed effect functionality:
Code:
every_neighbor_system - Iterate through all a system's neigboring systems by hyperlane - executes the enclosed effects on all of them for which the limit triggers return true
every_neighbor_system = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
formerly: had ignore_hyperlanes = <yes/no>

Changed effect functionality:
Code:
random_neighbor_system - Iterate through all a system's neigboring systems by hyperlane - executes the enclosed effects on one of them for which the limit triggers return true
random_neighbor_system = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: galactic_object
formerly: had ignore_hyperlanes = <yes/no>

Improved effect documentation:
Code:
set_federation_leader - Sets a country to lead a federation
set_federation_leader = <target>
Supported Scopes: country federation

Extended effect functionality:
Code:
subtract_variable - Decrements a previously-set variable by a specific amount
subtract_variable = { which = <string> value = <float>/<variable>/<scope> / value = { scope = <scope> variable = <variable> } }
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector first_contact
formerly: less scopes supported, less options

Extended effect functionality:
Code:
multiply_variable - Multiplies a previously-set variable by a specific amount
multiply_variable = { which = <string> value = <float>/<variable>/<scope> / value = { scope = <scope> variable = <variable> } }
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector first_contact
formerly: less scopes supported, less options

Extended effect functionality:
Code:
divide_variable - Divides a previously-set variable by a specific amount
divide_variable = { which = <string> value = <float>/<variable>/<scope> / value = { scope = <scope> variable = <variable> } }
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector first_contact
formerly: less scopes supported, less options

Added effect:
Code:
modulo_variable - Modulos a previously-set variable by a specific amount i.e. X % Y
modulo_variable = { which = <string> value = <float>/<variable>/<scope> / value = { scope = <scope> variable = <variable> } }
Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector first_contact

Extended effect functionality:
Code:
create_fleet_from_naval_cap - Creates a new fleet from empire designs up to specified fraction of naval cap
create_fleet_from_naval_cap = 0.5
create_fleet_from_naval_cap = { fraction = 0.5 ship_owner_type = <country/federation/galactic_community>
Supported Scopes: country
formerly: less options

Improved effect documentation:
Code:
create_military_fleet - Creates a military fleet with the designs of a specified country.
create_military_fleet = { owner = <target> scaled_size = 1.0 effect = { } }
Supported Scopes: all

Extended effect functionality:
Code:
guarantee_country - Makes a country guarantee another country
guarantee_country = <target>
guarantee_country = { target = <target> free_guarantee_days = 30
Supported Scopes: country
formerly: no free_guarantee_days

Extended effect functionality:
Code:
random_subject - Iterate through all subjects of the scoped country - executes the enclosed effects on one of them for which the limit triggers return true
random_subject = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country
formerly: no weights

Improved effect documentation:
Code:
set_species_identity - Sets the current species scopes identity to match the target scopes making them evaluate as the same species in is_same_species trigger.
set_species_identity = new/<target species>
Supported Scopes: species

Added effect:
Code:
set_colonization_controls - Set colonization control for scoped species/pop/leader
set_colonization_controls = { country = <target> type = yes/no cooldown = yes }
Supported Scopes: pop leader species

Improved effect documentation:
Code:
create_bypass - Creates a bypass in the parent SpatialObject (stored in FromFrom), of the type passed in "type".
create_bypass = { owner = <target> type = <bypass type> effect = { <effects> } }
Supported Scopes: megastructure

Improved effect documentation:
Code:
get_galaxy_setup_value - Copies a value from the galaxy setup into a variable, optionally scaling it by an int value
get_galaxy_setup_value = { which = <string> setting = <string> [ scale_by = <float> ] }
possible values: num_empires, num_advanced_empires, num_fallen_empires, num_marauder_empires, mid_game_year, end_game_year, victory_year, num_guaranteed_colonies, num_gateways, num_wormhole_pairs, num_hyperlanes, habitable_worlds_scale, primitive_worlds_scale, crisis_strength_scale, tech_costs_scale
Supported Scopes: all

Added effect:
Code:
copy_random_tech_from - Adds a random tech from the target country within the given category and tech area constraints. The country must be able to research said tech (weight > 0, fulfils potential trigger)
copy_random_tech_from = {
    who = <country>
    category = computing (optional)
    area = physics (optional)
    progress = 0.5 (optional: this makes it grant the tech option rather than the whole tech)
}
Supported Scopes: country

Extended effect functionality:
Code:
add_stage_clues - Adds clues to the current stage of an archaeological or first contact site
add_stage_clues = <int>
Supported Scopes: archaeological_site first_contact
formerly: less scopes supported

Added effect:
Code:
add_to_galactic_community_no_message - Tries to add the scoped country to the Galactic Community without producing member joining notifications.
add_to_galactic_community_no_message = yes/no
Supported Scopes: country

Added effect:
Code:
add_associate_member - Add specified country as an associate member
add_associate_member = { who = <target> override_requirements = yes/no }
Supported Scopes: federation

Added effect:
Code:
remove_associate_member - Removes a specific associate member from the federation
remove_associate_member = { who = <country> override_requirements = yes/no }
Supported Scopes: federation

Added effect:
Code:
log_error - Prints a message to error.log for debugging purposes.
Supported Scopes: all

Added effect:
Code:
add_intel - Adds the defined amount of intel toward the target empire add_intel = { amount = <float> who = <target> }
Supported Scopes: country

Added effect:
Code:
fire_on_action - Fires a made-up on_action.
fire_on_action = { on_action = <string> scopes = { from = X fromfrom = Y } }
Supported Scopes: all

Added effect:
Code:
set_first_contact_stage - Sets the given stage for the scoped first contact
set_first_contact_stage = <stage name>
Supported Scopes: first_contact

Added effect:
Code:
finish_current_operation_stage - Finish the current operation phase
finish_current_operation_stage = yes/no
yes = trigger stage completed for each stage and current excavator.
no = do not trigger any stage completed
Supported Scopes: espionage_operation

Added effect:
Code:
set_mia - Sets the current fleet to go missing in action and return home.
set_mia = yes
Supported Scopes: fleet

Added effect:
Code:
create_espionage_asset - Creates espionage asset within a given spy network
create_espionage_asset = {
    type = <espionage asset type>
    effect = { <effects executed on asset> }
}
Supported Scopes: spy_network

Added effect:
Code:
destroy_espionage_asset - Destroys espionage asset within a given spy network/operation
destroy_espionage_asset = <esspionage asset type>
Supported Scopes: spy_network espionage_operation

Added effect:
Code:
set_espionage_operation_progress_locked - Locks or unlocks the progress of an espionage operation
set_espionage_operation_progress_locked = yes/no
Supported Scopes: espionage_operation

Added effect:
Code:
unassign_espionage_asset - Unassignes espionage asset from the scope operation to owning spy network
unassign_espionage_asset = <esspionage asset type>
Supported Scopes: espionage_operation

Added effect:
Code:
assign_espionage_asset - Assigns espionage asset to the scope operation from owning spy network
assign_espionage_asset = <esspionage asset type>
Supported Scopes: espionage_operation

Added effect:
Code:
set_espionage_operation_flag - Sets an arbitrarily-named flag on the scoped espionage operation
set_espionage_operation_flag = <key>
Supported Scopes: espionage_operation

Added effect:
Code:
remove_espionage_operation_flag - Removes a flag from the scoped espionage operation
remove_espionage_operation_flag = <key>
Supported Scopes: espionage_operation

Added effect:
Code:
complete_crisis_objective - Gives the player the reward for the specified crisis objective
complete_crisis_objective = <objective>
Supported Scopes: country

Added effect:
Code:
espionage_operation_event - Fires a espionage event event for the scoped object, with optional DAYS and RANDOM delay
espionage_operation_event = {
    id = <id>
    days = x (optional: specify delay)
    random = y (optional: specify random delay, capped at value)
    scopes = { from = fromfrom } (optional: specify scope overrides)
}
Supported Scopes: espionage_operation

Added effect:
Code:
join_war_on_side - Joins the war on the specified side.
join_war_on_side = { war = <target> side = attackers/defenders/<country> }
Supported Scopes: country

Added effect:
Code:
remove_random_starbase_building - Remove a number of random building(s) matching/not matching a type from the starbase
remove_random_starbase_building = {
    type = <starbase building> ( optional. default: all )
    count = <int> (optional. default: 1 )
}
Supported Scopes: starbase

Added effect:
Code:
remove_random_starbase_module - Remove a number of random module(s) matching/not matching a type from the starbase
remove_random_starbase_module = {
    type = <starbase module> ( optional. default: all )
    count = <int> (optional. default: 1 )
}
Supported Scopes: starbase

Added effect:
Code:
set_timed_espionage_operation_flag - Sets an arbitrarily-named flag on the scoped espionage operation for a set duration
set_timed_espionage_operation_flag = { flag = <key> days = <int> }
Supported Scopes: espionage_operation

Added effect:
Code:
destroy_espionage_operation - Destroys a espionage operation site in right hand site event target
destroy_espionage_operation = <event target>
Supported Scopes: all

Added effect:
Code:
add_espionage_information - Adds information to the current stage of an espionage operation
add_espionage_information = <value>
Supported Scopes: espionage_operation

Added effect:
Code:
add_victory_score - Adds victory score to a country
add_victory_score = { source=<loc_key> score=<value> }
Supported Scopes: country

Added effect:
Code:
store_galactic_community_leader_backup_data - Stores a copy of the specified data of the Galactic Custodian/Emperor. The values default to 'no'.
store_galactic_community_leader_backup_data = {
flag = <yes/no>
room = <yes/no>
name = <yes/no
ethics = <yes/no>
government = <yes/no>
}
Supported Scopes: all

Added effect:
Code:
restore_galactic_community_leader_backup_data - Retores backed up data to the Galactic Custodian/Emperor
restore_galactic_community_leader_backup_data = <yes/no>
Supported Scopes: all

Added effect:
Code:
activate_crisis_progression - Activates crisis progression for the country
activate_crisis_progression = yes
Supported Scopes: country

Added effect:
Code:
room_name_override - Sets the room background of the empire. Provide an empty string to remove the override.
room_name_override = <room_name>
Supported Scopes: country

Added effect:
Code:
set_ai_personality - Sets the AI personality of a country to a new one
set_ai_personality=<personality>
Supported Scopes: country

Added effect:
Code:
add_custodian_term_days - Increase the current Custodian term time
add_custodian_term_days = <days>
Supported Scopes: all

Added effect:
Code:
set_custodian_term_days - Set the current Custodian term time. -1 will make the Custodianship permanent.
set_custodian_term_days = <days>
Supported Scopes: all

Added effect:
Code:
pass_targeted_resolution - Immediately passes the first found (oldest) proposed/voting for/failed resolution OR a new resolution of this type that has the specified target. Ignores whether the target is valid or not.
pass_targeted_resolution = { resolution = <resolution type> target = <target>
Supported Scopes: country

Extended effect functionality:
Code:
country_event - Fires a country event for the scoped country, with optional DAYS and RANDOM delay
country_event = {
    id = <id>
    days = x (optional: specify delay)
    random = y (optional: specify random delay, capped at value)
    scopes = { from = fromfrom } (optional: specify scope overrides)
}
Supported Scopes: country
formerly: less options

Extended effect functionality:
Code:
planet_event - Fires a planet event for the scoped planet, with optional DAYS and RANDOM delay
planet_event = {
    id = <id>
    days = x (optional: specify delay)
    random = y (optional: specify random delay, capped at value)
    scopes = { from = fromfrom } (optional: specify scope overrides)
}
Supported Scopes: planet
formerly: less options

Extended effect functionality:
Code:
ship_event - Fires a ship event for the scoped ship, with optional DAYS and RANDOM delay
ship_event = {
    id = <id>
    days = x (optional: specify delay)
    random = y (optional: specify random delay, capped at value)
    scopes = { from = fromfrom } (optional: specify scope overrides)
}
Supported Scopes: ship
formerly: less options

Extended effect functionality:
Code:
pop_event - Fires a pop event for the scoped pop, with optional DAYS and RANDOM delay
pop_event = {
    id = <id>
    days = x (optional: specify delay)
    random = y (optional: specify random delay, capped at value)
    scopes = { from = fromfrom } (optional: specify scope overrides)
}
Supported Scopes: pop
formerly: less options

Extended effect functionality:
Code:
fleet_event - Fires a fleet event for the scoped fleet, with optional DAYS and RANDOM delay
fleet_event = {
    id = <id>
    days = x (optional: specify delay)
    random = y (optional: specify random delay, capped at value)
    scopes = { from = fromfrom } (optional: specify scope overrides)
}
Supported Scopes: fleet
formerly: less options

Extended effect functionality:
Code:
pop_faction_event - Fires a pop faction event for the scoped pop faction, with optional DAYS and RANDOM delay
pop_faction_event = {
    id = <id>
    days = x (optional: specify delay)
    random = y (optional: specify random delay, capped at value)
    scopes = { from = fromfrom } (optional: specify scope overrides)
}
Supported Scopes: pop_faction
formerly: less options

Improved effect documentation:
Code:
enable_special_project - Enables a specific special research project for target country at a specific location (should be same as the current scope where possible)
enable_special_project = { name = <project key> owner = <target, default = root> location = <target, ideally THIS (that is default)> }
Supported Scopes: all

Extended effect functionality:
Code:
random_planet_within_border - Iterate through each planet within the current empire's borders - executes the enclosed effects on one of them for which the limit triggers return true
random_planet_within_border = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country
formerly: no weights

Extended effect functionality:
Code:
random_pop_faction - Iterate through all the country's pop factions - executes the enclosed effects on one of them for which the limit triggers return true
random_pop_faction = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country
formerly: no weights

Improved effect documentation:
Code:
spawn_megastructure - Spawns a mega structure in a system.
spawn_megastructure = {
    type = ring_world_ruined
    name = <string>
    owner = <target>
    planet = <planet/star target>
    coords_from = <target> (use this or 'planet' to set the location)
    graphical_culture = <target>
    orbit_distance = 50
    orbit_angle = 50
}
Supported Scopes: galactic_object

Improved effect documentation:
Code:
pass_resolution - Immediately passes the first found (oldest) proposed/voting for/failed resolution OR a new resolution of this type.
pass_resolution = <resolution type>
Supported Scopes: country

Added effect:
Code:
pass_resolution_no_cooldown - Immediately passes the first found (oldest) proposed/voting for/failed resolution OR a new resolution of this type. Skips the cooldown on the relevant category.
pass_resolution_no_cooldown = <resolution type>
Supported Scopes: country

Extended effect functionality:
Code:
random_system - Iterate through all systems - executes the enclosed effects on one of them for which the limit triggers return true
random_system = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: all
formerly: no weights

Extended effect functionality:
Code:
random_system_within_border - Iterate through all systems within the country's or sector's borders - executes the enclosed effects on one of them for which the limit triggers return true
random_system_within_border = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country sector
formerly: less scopes supported, no weights

Added effect:
Code:
random_neighbor_system_euclidean - Iterate through all a system's neigboring systems (by closeness, not by hyperlanes) - executes the enclosed effects on one of them for which the limit triggers return true
random_neighbor_system_euclidean = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: galactic_object

Extended effect functionality:
Code:
random_war_participant - Iterate through all war participants - executes the enclosed effects on one of them for which the limit triggers return true
random_war_participant = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
formerly: no weights

Added effect:
Code:
every_neighbor_system_euclidean - Iterate through all a system's neigboring systems (by closeness, not by hyperlanes) - executes the enclosed effects on all of them for which the limit triggers return true
every_neighbor_system_euclidean = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object

Extended effect functionality:
Code:
random_war - Iterate through all wars the country is engaged in - executes the enclosed effects on one of them for which the limit triggers return true
random_war = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country
formerly: no weights

Added effect:
Code:
first_contact_event - Fires a first contact event for the scoped first contact site, with optional DAYS and RANDOM delay
first_contact_event = {
    id = <id>
    days = x (optional: specify delay)
    random = y (optional: specify random delay, capped at value)
    scopes = { from = fromfrom } (optional: specify scope overrides)
}
Supported Scopes: first_contact

Added effect:
Code:
finish_first_contact - Ends the First Contact
finish_first_contact = yes
Supported Scopes: first_contact

Added effect:
Code:
set_galactic_custodian - Sets whether or not the scoped country is the Galactic Custodian
set_galactic_custodian = yes/no
Supported Scopes: country

Added effect:
Code:
set_galactic_emperor - Sets whether or not the scoped country is the Galactic Emperor
set_galactic_emperor = yes/no
Supported Scopes: country

Added effect:
Code:
add_imperial_authority - Add imperial_authority
add_imperial_authority = <value>
Supported Scopes: all

Added effect:
Code:
add_stage_modifier - Adds a specific modifier to the current espionage operation stage for a set duration or until stage is changed
add_stage_modifier = { modifier = <key> days = <int, -1 means it never expires> }
Supported Scopes: espionage_operation

Added effect:
Code:
remove_stage_modifier - Removes a specific modifier from the espionage operation current stage
remove_stage_modifier = <key>
Supported Scopes: espionage_operation

Added effect:
Code:
add_intel_report - Adds the intel level for the category selected. Default duration (0) is forever.
add_intel_report = { category = <string> level = <int> days = <int> who = <target> }
Supported Scopes: country

Added effect:
Code:
set_galactic_defense_force - Sets whether the Galactic Defense force or Imperial Armada exists
set_galactic_defense_force = yes/no
Supported Scopes: all

Added effect:
Code:
clear_intel_report - Removes all the intel reports related to the provided category.
clear_intel_report = { category = <string> who = <target> }
Supported Scopes: country

Added effect:
Code:
starbase_event - Fires a starbase event for the scoped starbase
starbase_event = {
    id = <id>
    days = x (optional: specify delay)
    random = y (optional: specify random delay, capped at value)
    scopes = { from = fromfrom } (optional: specify scope overrides)
}
Supported Scopes: starbase

Added effect:
Code:
system_event - Fires a system event for the scoped system
system_event = {
    id = <id>
    days = x (optional: specify delay)
    random = y (optional: specify random delay, capped at value)
    scopes = { from = fromfrom } (optional: specify scope overrides)
}
Supported Scopes: galactic_object

Added effect:
Code:
system_event - Fires a system event for the scoped system
system_event = {
    id = <id>
    days = x (optional: specify delay)
    random = y (optional: specify random delay, capped at value)
    scopes = { from = fromfrom } (optional: specify scope overrides)
}
Supported Scopes: galactic_object

Added effect:
Code:
leader_event - Fires a leader event for the scoped leader
leader_event = {
    id = <id>
    days = x (optional: specify delay)a
    random = y (optional: specify random delay, capped at value)
    scopes = { from = fromfrom } (optional: specify scope overrides)
}
Supported Scopes: leader

Added effect:
Code:
transfer_galactic_defense_force_fleets - Moves all owned GDF fleets to the target.
transfer_galactic_defense_force_fleets = <target>
Supported Scopes: country

Added effect:
Code:
cancel_resolution - Immediately cancels/removes the latest active/passed/proposed/voting for/failed resolution of this type
cancel_resolution = <resolution type>
Supported Scopes: country

Added effect:
Code:
add_spy_network_level - Adds levels to the current Spy Network
add_spy_network_level = <int>
Supported Scopes: spy_network

Added effect:
Code:
set_emperor_can_change_council_members - Sets whether the Galactic Emperor can change Imperial Council members or not
set_emperor_can_change_council_members = yes/no
Supported Scopes: all

Extended effect functionality:
Code:
random_owned_army - Iterate through each army that is owned by the country - executes the enclosed effects on one of them for which the limit triggers return true
random_owned_army = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country
formerly: no weights

Extended effect functionality:
Code:
random_planet_army - Iterate through each army on the planet (not in ground combat) belonging to the planet owner - executes the enclosed effects on one of them for which the limit triggers return true
random_planet_army = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: planet
formerly: no weights

Extended effect functionality:
Code:
random_relation - Iterate through all relations - executes the enclosed effects on one of them for which the limit triggers return true
random_relation = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country
formerly: no weights

Added effect:
Code:
random_ground_combat_defender - Iterate through each army currently defending the planet in ground combat - executes the enclosed effects on one of them for which the limit triggers return true
random_ground_combat_defender = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: planet

Added effect:
Code:
every_ground_combat_defender - Iterate through each army currently defending the planet in ground combat - executes the enclosed effects on all of them for which the limit triggers return true
every_ground_combat_defender = { limit = { <triggers> } <effects> }
Supported Scopes: planet

Added effect:
Code:
random_ground_combat_attacker - Iterate through each army currently attacking the planet in ground combat - executes the enclosed effects on one of them for which the limit triggers return true
random_ground_combat_attacker = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: planet

Added effect:
Code:
every_ground_combat_attacker - Iterate through each army currently attacking the planet in ground combat - executes the enclosed effects on all of them for which the limit triggers return true
every_ground_combat_attacker = { limit = { <triggers> } <effects> }
Supported Scopes: planet

Extended effect functionality:
Code:
random_neighbor_country - Iterate through all neighbor countries - executes the enclosed effects on one of them for which the limit triggers return true
random_neighbor_country = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country
formerly: no weights

Extended effect functionality:
Code:
random_bordering_country - Iterate through all bordering countries of a system - executes the enclosed effects on one of them for which the limit triggers return true
random_bordering_country = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: galactic_object
formerly: no weights

Extended effect functionality:
Code:
random_rival_country - Iterate through all countries rivalled by the scoped country - executes the enclosed effects on one of them for which the limit triggers return true
random_rival_country = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country
formerly: no weights

Extended effect functionality:
Code:
random_federation_ally - Iterate through all countries in a federation with the scoped country - executes the enclosed effects on one of them for which the limit triggers return true
random_federation_ally = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country
formerly: no weights

Added effect:
Code:
random_spynetwork - Iterate through each spynetwork - executes the enclosed effects on one of them for which the limit triggers return true
random_spynetwork = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country no_scope

Added effect:
Code:
every_spynetwork - Iterate through each spynetwork - executes the enclosed effects on all of them for which the limit triggers return true
every_spynetwork = { limit = { <triggers> } <effects> }
Supported Scopes: country no_scope

Added effect:
Code:
random_espionage_operation - Iterate through each espionage operation - executes the enclosed effects on one of them for which the limit triggers return true
random_espionage_operation = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country no_scope spy_network

Added effect:
Code:
every_espionage_operation - Iterate through each espionage operation - executes the enclosed effects on all of them for which the limit triggers return true
every_espionage_operation = { limit = { <triggers> } <effects> }
Supported Scopes: country no_scope spy_network

Added effect:
Code:
random_espionage_asset - Iterate through each espionage asset - executes the enclosed effects on one of them for which the limit triggers return true
random_espionage_asset = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: no_scope spy_network espionage_operation

Added effect:
Code:
every_espionage_asset - Iterate through each espionage asset - executes the enclosed effects on all of them for which the limit triggers return true
every_espionage_asset = { limit = { <triggers> } <effects> }
Supported Scopes: no_scope spy_network espionage_operation

Extended effect functionality:
Code:
random_federation - Iterate through each federation - executes the enclosed effects on one of them for which the limit triggers return true
random_federation = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: all
formerly: no weights

Extended effect functionality:
Code:
random_combatant_fleet - Iterate through each fleet this fleet is in combat with - executes the enclosed effects on one of them for which the limit triggers return true
random_combatant_fleet = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: fleet
formerly: no weights

Added effect:
Code:
random_first_contact - Iterate through each first contact (both active and complete) that this country is engaging in - executes the enclosed effects on one of them for which the limit triggers return true
random_first_contact = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country

Added effect:
Code:
every_first_contact - Iterate through each first contact (both active and complete) that this country is engaging in - executes the enclosed effects on all of them for which the limit triggers return true
every_first_contact = { limit = { <triggers> } <effects> }
Supported Scopes: country

Added effect:
Code:
random_active_first_contact - Iterate through each active (non-completed) first contact that this country is engaging in - executes the enclosed effects on one of them for which the limit triggers return true
random_active_first_contact = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country

Added effect:
Code:
every_active_first_contact - Iterate through each active (non-completed) first contact that this country is engaging in - executes the enclosed effects on all of them for which the limit triggers return true
every_active_first_contact = { limit = { <triggers> } <effects> }
Supported Scopes: country

Added effect:
Code:
random_galaxy_fleet - Iterate through each fleet in the entire game - executes the enclosed effects on one of them for which the limit triggers return true
random_galaxy_fleet = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: all

Added effect:
Code:
every_galaxy_fleet - Iterate through each fleet in the entire game - executes the enclosed effects on all of them for which the limit triggers return true
every_galaxy_fleet = { limit = { <triggers> } <effects> }
Supported Scopes: all

Extended effect functionality:
Code:
random_fleet_in_orbit - Iterate through each fleet orbiting the current planet/starbase/megastructure - executes the enclosed effects on one of them for which the limit triggers return true
random_fleet_in_orbit = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: megastructure planet starbase
formerly: no weights

Removed effect:
Code:
random_recruited_leader - Iterate through each leader that is owned by the country
random_recruited_leader = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

Code:
every_recruited_leader - Iterate through each leader that is owned by the country
every_recruited_leader = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

Extended effect functionality:
Code:
random_pool_leader - Iterate through each leader that is recruitable for the country - executes the enclosed effects on one of them for which the limit triggers return true
random_pool_leader = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country
formerly: no weights

Extended effect functionality:
Code:
random_envoy - Iterate through each envoy available to the country - executes the enclosed effects on one of them for which the limit triggers return true
random_envoy = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country
formerly: no weights

Extended effect functionality:
Code:
random_megastructure - Iterate through each megastructure - executes the enclosed effects on one of them for which the limit triggers return true
random_megastructure = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: all
formerly: no weights

Extended effect functionality:
Code:
random_owned_megastructure - Iterate through each owned megastructure - executes the enclosed effects on one of them for which the limit triggers return true
random_owned_megastructure = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: country
formerly: no weights

Extended effect functionality:
Code:
random_system_megastructure - Iterate through each megastructure in system - executes the enclosed effects on one of them for which the limit triggers return true
random_system_megastructure = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: all
formerly: no weights

Extended effect functionality:
Code:
random_member - Iterate through each member of the federation - executes the enclosed effects on one of them for which the limit triggers return true
random_member = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: federation
formerly: no weights

Removed effect:
Code:
random_sector - Iterate through all sectors
random_sector = { limit = { <triggers> } <effects> }

Added effect:
Code:
random_associate - Iterate through each associate member of the federation - executes the enclosed effects on one of them for which the limit triggers return true
random_associate = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: federation

Added effect:
Code:
every_associate - Iterate through each associate member of the federation - executes the enclosed effects on all of them for which the limit triggers return true
every_associate = { limit = { <triggers> } <effects> }
Supported Scopes: federation

Added effect:
Code:
random_attacker - Iterate through all attackers in the current war - executes the enclosed effects on one of them for which the limit triggers return true
random_attacker = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: war

Added effect:
Code:
every_attacker - Iterate through all attackers in the current war - executes the enclosed effects on all of them for which the limit triggers return true
every_attacker = { limit = { <triggers> } <effects> }
Supported Scopes: war

Added effect:
Code:
random_defender - Iterate through all defenders in the current war - executes the enclosed effects on one of them for which the limit triggers return true
random_defender = {
    limit = { <triggers> }
    weights = { (optional - adds weights to affect the chance a specific object is selected)
        base = float
        modifier = { <add/mult = float> <triggers> }
    }
    <effects>
}
Supported Scopes: war

Added effect:
Code:
every_defender - Iterate through all defenders in the current war - executes the enclosed effects on all of them for which the limit triggers return true
every_defender = { limit = { <triggers> } <effects> }
Supported Scopes: war
 
Last edited:
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Reactions:
Added modifier (3.0.2):
Code:
branch_office_criminal_syndicate_value_add

Added modifiers (3.0.1):
Code:
planet_pop_assembly_organic_add
planet_pop_assembly_organic_mult
planet_pop_assembly_organic_reduction
planet_carry_cap_add
planet_resettlement_unemployed_mult
pop_purge_mult
espionage_operation_difficulty_add
espionage_operation_difficulty_mult
espionage_operation_skill_add
espionage_operation_skill_mult
espionage_operation_cost_add
espionage_operation_cost_mult
espionage_operation_speed_mult
intel_encryption_add
intel_encryption_mult
intel_decryption_add
intel_decryption_mult
spy_network_value_add
spy_network_value_mult
spy_network_daily_value_add
spy_network_daily_value_mult
spy_network_decay_add
spy_network_decay_mult
spy_network_levels_add
country_counter_espionage_add
country_counter_espionage_mult
spy_power_cost_add
spy_power_cost_mult
damage_vs_player_crisis_mult
ship_community_territory_speed_mult
veto_cooldown_mult
emergency_measures_cooldown_mult
country_community_gdf_naval_capacity
first_contact_speed_mult
first_contact_clues_add
first_contact_defense_add
ship_damage_against_starbases_mult
counter_intel_gain_speed
add_base_country_intel
country_resource_max_menace_add
op_cat_manipulation_speed_mult
op_cat_manipulation_difficulty_add
op_cat_manipulation_difficulty_mult
op_cat_manipulation_skill_add
op_cat_manipulation_skill_mult
op_cat_sabotage_speed_mult
op_cat_sabotage_difficulty_add
op_cat_sabotage_difficulty_mult
op_cat_sabotage_skill_add
op_cat_sabotage_skill_mult
op_cat_subterfuge_speed_mult
op_cat_subterfuge_difficulty_add
op_cat_subterfuge_difficulty_mult
op_cat_subterfuge_skill_add
op_cat_subterfuge_skill_mult
op_cat_provocation_speed_mult
op_cat_provocation_difficulty_add
op_cat_provocation_difficulty_mult
op_cat_provocation_skill_add
op_cat_provocation_skill_mult
op_cat_government_speed_mult
op_cat_government_difficulty_add
op_cat_government_difficulty_mult
op_cat_government_skill_add
op_cat_government_skill_mult
op_cat_diplomacy_speed_mult
op_cat_diplomacy_difficulty_add
op_cat_diplomacy_difficulty_mult
op_cat_diplomacy_skill_add
op_cat_diplomacy_skill_mult
op_cat_economy_speed_mult
op_cat_economy_difficulty_add
op_cat_economy_difficulty_mult
op_cat_economy_skill_add
op_cat_economy_skill_mult
op_cat_technology_speed_mult
op_cat_technology_difficulty_add
op_cat_technology_difficulty_mult
op_cat_technology_skill_add
op_cat_technology_skill_mult
op_cat_military_speed_mult
op_cat_military_difficulty_add
op_cat_military_difficulty_mult
op_cat_military_skill_add
op_cat_military_skill_mult
country_menace_produces_add
country_menace_produces_mult
country_base_menace_produces_add
edicts_menace_cost_mult
rare_edicts_menace_cost_mult
campaigns_menace_cost_mult
megastructures_habitat_time_cost_mult
megastructures_habitat_energy_cost_mult
megastructures_habitat_minerals_cost_mult
megastructures_habitat_food_cost_mult
megastructures_habitat_physics_research_cost_mult
megastructures_habitat_society_research_cost_mult
megastructures_habitat_engineering_research_cost_mult
megastructures_habitat_influence_cost_mult
megastructures_habitat_unity_cost_mult
megastructures_habitat_alloys_cost_mult
megastructures_habitat_consumer_goods_cost_mult
megastructures_habitat_volatile_motes_cost_mult
megastructures_habitat_exotic_gases_cost_mult
megastructures_habitat_rare_crystals_cost_mult
megastructures_habitat_sr_living_metal_cost_mult
megastructures_habitat_sr_zro_cost_mult
megastructures_habitat_sr_dark_matter_cost_mult
megastructures_habitat_nanites_cost_mult
megastructures_habitat_minor_artifacts_cost_mult
megastructures_habitat_menace_cost_mult
megastructures_habitat_cost_mult
ship_colonizer_menace_cost_mult
starbase_shipyard_build_menace_cost_mult
gdf_ship_cost_mult
gdf_ship_time_cost_mult
gdf_ship_energy_cost_mult
gdf_ship_minerals_cost_mult
gdf_ship_food_cost_mult
gdf_ship_physics_research_cost_mult
gdf_ship_society_research_cost_mult
gdf_ship_engineering_research_cost_mult
gdf_ship_influence_cost_mult
gdf_ship_unity_cost_mult
gdf_ship_alloys_cost_mult
gdf_ship_consumer_goods_cost_mult
gdf_ship_volatile_motes_cost_mult
gdf_ship_exotic_gases_cost_mult
gdf_ship_rare_crystals_cost_mult
gdf_ship_sr_living_metal_cost_mult
gdf_ship_sr_zro_cost_mult
gdf_ship_sr_dark_matter_cost_mult
gdf_ship_nanites_cost_mult
gdf_ship_minor_artifacts_cost_mult
gdf_ship_menace_cost_mult
ship_corvette_menace_cost_mult
ship_destroyer_menace_cost_mult
ship_cruiser_menace_cost_mult
ship_battleship_menace_cost_mult
ship_military_station_small_menace_cost_mult
ship_science_menace_cost_mult
ships_menace_upkeep_mult
stations_menace_produces_mult
station_gatherers_menace_cost_mult
station_gatherers_menace_produces_mult
station_researchers_menace_produces_mult
starbases_menace_upkeep_mult
starbase_outpost_menace_cost_mult
starbase_constructions_time_produces_mult
starbase_constructions_energy_produces_mult
starbase_constructions_minerals_produces_mult
starbase_constructions_food_produces_mult
starbase_constructions_physics_research_produces_mult
starbase_constructions_society_research_produces_mult
starbase_constructions_engineering_research_produces_mult
starbase_constructions_influence_produces_mult
starbase_constructions_unity_produces_mult
starbase_constructions_alloys_produces_mult
starbase_constructions_consumer_goods_produces_mult
starbase_constructions_volatile_motes_produces_mult
starbase_constructions_exotic_gases_produces_mult
starbase_constructions_rare_crystals_produces_mult
starbase_constructions_sr_living_metal_produces_mult
starbase_constructions_sr_zro_produces_mult
starbase_constructions_sr_dark_matter_produces_mult
starbase_constructions_nanites_produces_mult
starbase_constructions_minor_artifacts_produces_mult
starbase_constructions_menace_produces_mult
starbase_constructions_produces_mult
starbase_buildings_menace_cost_mult
starbase_modules_menace_cost_mult
planet_structures_menace_cost_mult
planet_structures_menace_upkeep_mult
planet_buildings_menace_cost_mult
planet_buildings_menace_upkeep_mult
planet_buildings_strongholds_menace_cost_mult
planet_branch_offices_menace_cost_mult
planet_branch_offices_menace_produces_add
planet_districts_menace_cost_mult
planet_districts_menace_upkeep_mult
planet_districts_cities_menace_cost_mult
planet_districts_cities_cost_mult
planet_districts_industrial_time_cost_mult
planet_districts_industrial_energy_cost_mult
planet_districts_industrial_minerals_cost_mult
planet_districts_industrial_food_cost_mult
planet_districts_industrial_physics_research_cost_mult
planet_districts_industrial_society_research_cost_mult
planet_districts_industrial_engineering_research_cost_mult
planet_districts_industrial_influence_cost_mult
planet_districts_industrial_unity_cost_mult
planet_districts_industrial_alloys_cost_mult
planet_districts_industrial_consumer_goods_cost_mult
planet_districts_industrial_volatile_motes_cost_mult
planet_districts_industrial_exotic_gases_cost_mult
planet_districts_industrial_rare_crystals_cost_mult
planet_districts_industrial_sr_living_metal_cost_mult
planet_districts_industrial_sr_zro_cost_mult
planet_districts_industrial_sr_dark_matter_cost_mult
planet_districts_industrial_nanites_cost_mult
planet_districts_industrial_minor_artifacts_cost_mult
planet_districts_industrial_menace_cost_mult
planet_districts_industrial_cost_mult
planet_districts_hab_energy_menace_cost_mult
planet_districts_hab_industrial_time_cost_mult
planet_districts_hab_industrial_energy_cost_mult
planet_districts_hab_industrial_minerals_cost_mult
planet_districts_hab_industrial_food_cost_mult
planet_districts_hab_industrial_physics_research_cost_mult
planet_districts_hab_industrial_society_research_cost_mult
planet_districts_hab_industrial_engineering_research_cost_mult
planet_districts_hab_industrial_influence_cost_mult
planet_districts_hab_industrial_unity_cost_mult
planet_districts_hab_industrial_alloys_cost_mult
planet_districts_hab_industrial_consumer_goods_cost_mult
planet_districts_hab_industrial_volatile_motes_cost_mult
planet_districts_hab_industrial_exotic_gases_cost_mult
planet_districts_hab_industrial_rare_crystals_cost_mult
planet_districts_hab_industrial_sr_living_metal_cost_mult
planet_districts_hab_industrial_sr_zro_cost_mult
planet_districts_hab_industrial_sr_dark_matter_cost_mult
planet_districts_hab_industrial_nanites_cost_mult
planet_districts_hab_industrial_minor_artifacts_cost_mult
planet_districts_hab_industrial_menace_cost_mult
planet_districts_hab_industrial_cost_mult
planet_districts_hab_research_menace_cost_mult
planet_districts_hab_mining_menace_cost_mult
planet_districts_hab_trade_menace_cost_mult
planet_districts_hab_leisure_menace_cost_mult
planet_jobs_slave_menace_produces_mult
planet_jobs_worker_menace_produces_mult
planet_jobs_specialist_menace_produces_mult
planet_jobs_ruler_menace_produces_mult
planet_jobs_simple_drone_menace_produces_mult
planet_jobs_complex_drone_menace_produces_mult
planet_jobs_robotic_menace_produces_mult
planet_jobs_menace_produces_mult
planet_jobs_menace_upkeep_mult
planet_bio_trophies_menace_produces_mult
planet_pop_assemblers_menace_upkeep_mult
planet_farmers_menace_produces_mult
planet_miners_menace_produces_add
planet_miners_menace_produces_mult
planet_livestock_menace_produces_add
planet_technician_menace_produces_mult
planet_executives_menace_produces_mult
planet_managers_menace_produces_mult
planet_bureaucrats_menace_produces_mult
planet_bureaucrats_menace_upkeep_mult
planet_researchers_menace_produces_mult
planet_researchers_menace_upkeep_mult
planet_metallurgists_menace_produces_mult
planet_metallurgists_menace_upkeep_mult
planet_culture_workers_menace_produces_mult
planet_evaluators_menace_produces_mult
planet_synapse_drones_menace_produces_mult
planet_priests_menace_produces_mult
planet_refiners_menace_produces_mult
planet_refiners_menace_upkeep_mult
planet_translucers_menace_produces_mult
planet_translucers_menace_upkeep_mult
planet_chemists_menace_produces_mult
planet_chemists_menace_upkeep_mult
planet_artisans_menace_produces_mult
planet_artisans_menace_upkeep_mult
planet_pops_robotics_menace_upkeep_mult
planet_pops_organics_menace_upkeep_mult
planet_pops_unemployed_menace_upkeep_add
planet_pops_menace_upkeep_mult
unemployment_resources_menace_upkeep_add
pop_category_slave_menace_upkeep_mult
deposit_blockers_menace_cost_mult
armies_menace_cost_mult
armies_menace_upkeep_mult
leaders_menace_cost_mult
leaders_menace_upkeep_mult
diplomacy_menace_upkeep_mult
pop_factions_menace_produces_add
pop_factions_menace_produces_mult
federation_menace_produces_add
monthly_trades_menace_produces_add
operations_time_cost_mult
operations_time_upkeep_mult
operations_energy_cost_mult
operations_energy_upkeep_mult
operations_minerals_cost_mult
operations_minerals_upkeep_mult
operations_food_cost_mult
operations_food_upkeep_mult
operations_physics_research_cost_mult
operations_physics_research_upkeep_mult
operations_society_research_cost_mult
operations_society_research_upkeep_mult
operations_engineering_research_cost_mult
operations_engineering_research_upkeep_mult
operations_influence_cost_mult
operations_influence_upkeep_mult
operations_unity_cost_mult
operations_unity_upkeep_mult
operations_alloys_cost_mult
operations_alloys_upkeep_mult
operations_consumer_goods_cost_mult
operations_consumer_goods_upkeep_mult
operations_volatile_motes_cost_mult
operations_volatile_motes_upkeep_mult
operations_exotic_gases_cost_mult
operations_exotic_gases_upkeep_mult
operations_rare_crystals_cost_mult
operations_rare_crystals_upkeep_mult
operations_sr_living_metal_cost_mult
operations_sr_living_metal_upkeep_mult
operations_sr_zro_cost_mult
operations_sr_zro_upkeep_mult
operations_sr_dark_matter_cost_mult
operations_sr_dark_matter_upkeep_mult
operations_nanites_cost_mult
operations_nanites_upkeep_mult
operations_minor_artifacts_cost_mult
operations_minor_artifacts_upkeep_mult
operations_menace_cost_mult
operations_menace_upkeep_mult
operations_cost_mult
operations_upkeep_mult
shipsize_corvette_evasion_mult
shipsize_corvette_disengage_chance_mult
shipsize_corvette_tracking_mult
shipsize_destroyer_evasion_mult
shipsize_destroyer_disengage_chance_mult
shipsize_destroyer_tracking_mult
shipsize_cruiser_evasion_mult
shipsize_cruiser_disengage_chance_mult
shipsize_cruiser_tracking_mult
shipsize_battleship_evasion_mult
shipsize_battleship_disengage_chance_mult
shipsize_battleship_tracking_mult
shipsize_titan_evasion_mult
shipsize_titan_disengage_chance_mult
shipsize_titan_tracking_mult
shipsize_constructor_evasion_mult
shipsize_constructor_disengage_chance_mult
shipsize_constructor_tracking_mult
shipsize_colonizer_evasion_mult
shipsize_colonizer_disengage_chance_mult
shipsize_colonizer_tracking_mult
shipsize_sponsored_colonizer_evasion_mult
shipsize_sponsored_colonizer_disengage_chance_mult
shipsize_sponsored_colonizer_tracking_mult
shipsize_lithoid_colonizer_evasion_mult
shipsize_lithoid_colonizer_disengage_chance_mult
shipsize_lithoid_colonizer_tracking_mult
shipsize_science_evasion_mult
shipsize_science_disengage_chance_mult
shipsize_science_tracking_mult
shipsize_transport_evasion_mult
shipsize_transport_disengage_chance_mult
shipsize_transport_tracking_mult
shipsize_military_station_small_evasion_mult
shipsize_military_station_small_disengage_chance_mult
shipsize_military_station_small_tracking_mult
shipsize_military_station_medium_evasion_mult
shipsize_military_station_medium_disengage_chance_mult
shipsize_military_station_medium_tracking_mult
shipsize_military_station_large_evasion_mult
shipsize_military_station_large_disengage_chance_mult
shipsize_military_station_large_tracking_mult
shipsize_mining_station_evasion_mult
shipsize_mining_station_disengage_chance_mult
shipsize_mining_station_tracking_mult
shipsize_research_station_evasion_mult
shipsize_research_station_disengage_chance_mult
shipsize_research_station_tracking_mult
shipsize_observation_station_evasion_mult
shipsize_observation_station_disengage_chance_mult
shipsize_observation_station_tracking_mult
shipsize_starbase_outpost_evasion_mult
shipsize_starbase_outpost_disengage_chance_mult
shipsize_starbase_outpost_tracking_mult
shipsize_starbase_starport_evasion_mult
shipsize_starbase_starport_disengage_chance_mult
shipsize_starbase_starport_tracking_mult
shipsize_starbase_starhold_evasion_mult
shipsize_starbase_starhold_disengage_chance_mult
shipsize_starbase_starhold_tracking_mult
shipsize_starbase_starfortress_evasion_mult
shipsize_starbase_starfortress_disengage_chance_mult
shipsize_starbase_starfortress_tracking_mult
shipsize_starbase_citadel_evasion_mult
shipsize_starbase_citadel_disengage_chance_mult
shipsize_starbase_citadel_tracking_mult
shipsize_starbase_swarm_evasion_mult
shipsize_starbase_swarm_disengage_chance_mult
shipsize_starbase_swarm_tracking_mult
shipsize_starbase_ai_evasion_mult
shipsize_starbase_ai_disengage_chance_mult
shipsize_starbase_ai_tracking_mult
shipsize_starbase_exd_0_evasion_mult
shipsize_starbase_exd_0_disengage_chance_mult
shipsize_starbase_exd_0_tracking_mult
shipsize_starbase_exd_evasion_mult
shipsize_starbase_exd_disengage_chance_mult
shipsize_starbase_exd_tracking_mult
shipsize_starbase_marauder_evasion_mult
shipsize_starbase_marauder_disengage_chance_mult
shipsize_starbase_marauder_tracking_mult
shipsize_starbase_gatebuilders_evasion_mult
shipsize_starbase_gatebuilders_disengage_chance_mult
shipsize_starbase_gatebuilders_tracking_mult
shipsize_starbase_fe_outpost_evasion_mult
shipsize_starbase_fe_outpost_disengage_chance_mult
shipsize_starbase_fe_outpost_tracking_mult
shipsize_ion_cannon_evasion_mult
shipsize_ion_cannon_disengage_chance_mult
shipsize_ion_cannon_tracking_mult
shipsize_colossus_evasion_mult
shipsize_colossus_disengage_chance_mult
shipsize_colossus_tracking_mult
shipsize_asteroid_evasion_mult
shipsize_asteroid_disengage_chance_mult
shipsize_asteroid_tracking_mult
shipsize_abandoned_ship_evasion_mult
shipsize_abandoned_ship_disengage_chance_mult
shipsize_abandoned_ship_tracking_mult
shipsize_ark_ship_evasion_mult
shipsize_ark_ship_disengage_chance_mult
shipsize_ark_ship_tracking_mult
shipsize_probe_evasion_mult
shipsize_probe_disengage_chance_mult
shipsize_probe_tracking_mult
shipsize_station_generic_01_evasion_mult
shipsize_station_generic_01_disengage_chance_mult
shipsize_station_generic_01_tracking_mult
shipsize_sensor_station_01_evasion_mult
shipsize_sensor_station_01_disengage_chance_mult
shipsize_sensor_station_01_tracking_mult
shipsize_alien_racing_ship_evasion_mult
shipsize_alien_racing_ship_disengage_chance_mult
shipsize_alien_racing_ship_tracking_mult
shipsize_eventship_01_evasion_mult
shipsize_eventship_01_disengage_chance_mult
shipsize_eventship_01_tracking_mult
shipsize_eventship_02_evasion_mult
shipsize_eventship_02_disengage_chance_mult
shipsize_eventship_02_tracking_mult
shipsize_eventship_03_evasion_mult
shipsize_eventship_03_disengage_chance_mult
shipsize_eventship_03_tracking_mult
shipsize_eventship_04_evasion_mult
shipsize_eventship_04_disengage_chance_mult
shipsize_eventship_04_tracking_mult
shipsize_nomad_destroyer_evasion_mult
shipsize_nomad_destroyer_disengage_chance_mult
shipsize_nomad_destroyer_tracking_mult
shipsize_eventship_05_evasion_mult
shipsize_eventship_05_disengage_chance_mult
shipsize_eventship_05_tracking_mult
shipsize_eventship_06_evasion_mult
shipsize_eventship_06_disengage_chance_mult
shipsize_eventship_06_tracking_mult
shipsize_eventship_07_evasion_mult
shipsize_eventship_07_disengage_chance_mult
shipsize_eventship_07_tracking_mult
shipsize_civilian_freighter_evasion_mult
shipsize_civilian_freighter_disengage_chance_mult
shipsize_civilian_freighter_tracking_mult
shipsize_civilian_tanker_evasion_mult
shipsize_civilian_tanker_disengage_chance_mult
shipsize_civilian_tanker_tracking_mult
shipsize_passenger_liner_evasion_mult
shipsize_passenger_liner_disengage_chance_mult
shipsize_passenger_liner_tracking_mult
shipsize_primitive_space_station_evasion_mult
shipsize_primitive_space_station_disengage_chance_mult
shipsize_primitive_space_station_tracking_mult
shipsize_ancient_drone_station_evasion_mult
shipsize_ancient_drone_station_disengage_chance_mult
shipsize_ancient_drone_station_tracking_mult
shipsize_large_ship_swarm_evasion_mult
shipsize_large_ship_swarm_disengage_chance_mult
shipsize_large_ship_swarm_tracking_mult
shipsize_large_ship_carrier_swarm_evasion_mult
shipsize_large_ship_carrier_swarm_disengage_chance_mult
shipsize_large_ship_carrier_swarm_tracking_mult
shipsize_small_ship_swarm_evasion_mult
shipsize_small_ship_swarm_disengage_chance_mult
shipsize_small_ship_swarm_tracking_mult
shipsize_queen_swarm_evasion_mult
shipsize_queen_swarm_disengage_chance_mult
shipsize_queen_swarm_tracking_mult
shipsize_construction_ship_swarm_evasion_mult
shipsize_construction_ship_swarm_disengage_chance_mult
shipsize_construction_ship_swarm_tracking_mult
shipsize_colony_ship_swarm_evasion_mult
shipsize_colony_ship_swarm_disengage_chance_mult
shipsize_colony_ship_swarm_tracking_mult
shipsize_transport_ship_swarm_evasion_mult
shipsize_transport_ship_swarm_disengage_chance_mult
shipsize_transport_ship_swarm_tracking_mult
shipsize_sentinel_station_evasion_mult
shipsize_sentinel_station_disengage_chance_mult
shipsize_sentinel_station_tracking_mult
shipsize_massive_ship_fallen_empire_evasion_mult
shipsize_massive_ship_fallen_empire_disengage_chance_mult
shipsize_massive_ship_fallen_empire_tracking_mult
shipsize_large_ship_fallen_empire_evasion_mult
shipsize_large_ship_fallen_empire_disengage_chance_mult
shipsize_large_ship_fallen_empire_tracking_mult
shipsize_small_ship_fallen_empire_evasion_mult
shipsize_small_ship_fallen_empire_disengage_chance_mult
shipsize_small_ship_fallen_empire_tracking_mult
shipsize_military_station_small_fallen_empire_evasion_mult
shipsize_military_station_small_fallen_empire_disengage_chance_mult
shipsize_military_station_small_fallen_empire_tracking_mult
shipsize_military_station_large_fallen_empire_evasion_mult
shipsize_military_station_large_fallen_empire_disengage_chance_mult
shipsize_military_station_large_fallen_empire_tracking_mult
shipsize_large_ship_ed_evasion_mult
shipsize_large_ship_ed_disengage_chance_mult
shipsize_large_ship_ed_tracking_mult
shipsize_medium_ship_ed_evasion_mult
shipsize_medium_ship_ed_disengage_chance_mult
shipsize_medium_ship_ed_tracking_mult
shipsize_small_ship_ed_evasion_mult
shipsize_small_ship_ed_disengage_chance_mult
shipsize_small_ship_ed_tracking_mult
shipsize_dimensional_portal_ed_evasion_mult
shipsize_dimensional_portal_ed_disengage_chance_mult
shipsize_dimensional_portal_ed_tracking_mult
shipsize_construction_ship_ed_evasion_mult
shipsize_construction_ship_ed_disengage_chance_mult
shipsize_construction_ship_ed_tracking_mult
shipsize_crystal_ship_small_blue_evasion_mult
shipsize_crystal_ship_small_blue_disengage_chance_mult
shipsize_crystal_ship_small_blue_tracking_mult
shipsize_crystal_ship_medium_blue_evasion_mult
shipsize_crystal_ship_medium_blue_disengage_chance_mult
shipsize_crystal_ship_medium_blue_tracking_mult
shipsize_crystal_ship_large_blue_evasion_mult
shipsize_crystal_ship_large_blue_disengage_chance_mult
shipsize_crystal_ship_large_blue_tracking_mult
shipsize_crystal_ship_small_green_evasion_mult
shipsize_crystal_ship_small_green_disengage_chance_mult
shipsize_crystal_ship_small_green_tracking_mult
shipsize_crystal_ship_medium_green_evasion_mult
shipsize_crystal_ship_medium_green_disengage_chance_mult
shipsize_crystal_ship_medium_green_tracking_mult
shipsize_crystal_ship_large_green_evasion_mult
shipsize_crystal_ship_large_green_disengage_chance_mult
shipsize_crystal_ship_large_green_tracking_mult
shipsize_crystal_ship_small_yellow_evasion_mult
shipsize_crystal_ship_small_yellow_disengage_chance_mult
shipsize_crystal_ship_small_yellow_tracking_mult
shipsize_crystal_ship_medium_yellow_evasion_mult
shipsize_crystal_ship_medium_yellow_disengage_chance_mult
shipsize_crystal_ship_medium_yellow_tracking_mult
shipsize_crystal_ship_large_yellow_evasion_mult
shipsize_crystal_ship_large_yellow_disengage_chance_mult
shipsize_crystal_ship_large_yellow_tracking_mult
shipsize_crystal_ship_small_red_evasion_mult
shipsize_crystal_ship_small_red_disengage_chance_mult
shipsize_crystal_ship_small_red_tracking_mult
shipsize_crystal_ship_medium_red_evasion_mult
shipsize_crystal_ship_medium_red_disengage_chance_mult
shipsize_crystal_ship_medium_red_tracking_mult
shipsize_crystal_ship_large_red_evasion_mult
shipsize_crystal_ship_large_red_disengage_chance_mult
shipsize_crystal_ship_large_red_tracking_mult
shipsize_crystal_ship_small_blue_elite_evasion_mult
shipsize_crystal_ship_small_blue_elite_disengage_chance_mult
shipsize_crystal_ship_small_blue_elite_tracking_mult
shipsize_crystal_ship_medium_blue_elite_evasion_mult
shipsize_crystal_ship_medium_blue_elite_disengage_chance_mult
shipsize_crystal_ship_medium_blue_elite_tracking_mult
shipsize_crystal_ship_large_blue_elite_evasion_mult
shipsize_crystal_ship_large_blue_elite_disengage_chance_mult
shipsize_crystal_ship_large_blue_elite_tracking_mult
shipsize_crystal_ship_small_green_elite_evasion_mult
shipsize_crystal_ship_small_green_elite_disengage_chance_mult
shipsize_crystal_ship_small_green_elite_tracking_mult
shipsize_crystal_ship_medium_green_elite_evasion_mult
shipsize_crystal_ship_medium_green_elite_disengage_chance_mult
shipsize_crystal_ship_medium_green_elite_tracking_mult
shipsize_crystal_ship_large_green_elite_evasion_mult
shipsize_crystal_ship_large_green_elite_disengage_chance_mult
shipsize_crystal_ship_large_green_elite_tracking_mult
shipsize_crystal_ship_small_yellow_elite_evasion_mult
shipsize_crystal_ship_small_yellow_elite_disengage_chance_mult
shipsize_crystal_ship_small_yellow_elite_tracking_mult
shipsize_crystal_ship_medium_yellow_elite_evasion_mult
shipsize_crystal_ship_medium_yellow_elite_disengage_chance_mult
shipsize_crystal_ship_medium_yellow_elite_tracking_mult
shipsize_crystal_ship_large_yellow_elite_evasion_mult
shipsize_crystal_ship_large_yellow_elite_disengage_chance_mult
shipsize_crystal_ship_large_yellow_elite_tracking_mult
shipsize_crystal_ship_small_red_elite_evasion_mult
shipsize_crystal_ship_small_red_elite_disengage_chance_mult
shipsize_crystal_ship_small_red_elite_tracking_mult
shipsize_crystal_ship_medium_red_elite_evasion_mult
shipsize_crystal_ship_medium_red_elite_disengage_chance_mult
shipsize_crystal_ship_medium_red_elite_tracking_mult
shipsize_crystal_ship_large_red_elite_evasion_mult
shipsize_crystal_ship_large_red_elite_disengage_chance_mult
shipsize_crystal_ship_large_red_elite_tracking_mult
shipsize_crystal_station_large_evasion_mult
shipsize_crystal_station_large_disengage_chance_mult
shipsize_crystal_station_large_tracking_mult
shipsize_space_cloud_evasion_mult
shipsize_space_cloud_disengage_chance_mult
shipsize_space_cloud_tracking_mult
shipsize_space_amoeba_evasion_mult
shipsize_space_amoeba_disengage_chance_mult
shipsize_space_amoeba_tracking_mult
shipsize_space_amoeba_mother_evasion_mult
shipsize_space_amoeba_mother_disengage_chance_mult
shipsize_space_amoeba_mother_tracking_mult
shipsize_space_whale_1_evasion_mult
shipsize_space_whale_1_disengage_chance_mult
shipsize_space_whale_1_tracking_mult
shipsize_space_whale_2_evasion_mult
shipsize_space_whale_2_disengage_chance_mult
shipsize_space_whale_2_tracking_mult
shipsize_space_whale_3_evasion_mult
shipsize_space_whale_3_disengage_chance_mult
shipsize_space_whale_3_tracking_mult
shipsize_space_whale_4_evasion_mult
shipsize_space_whale_4_disengage_chance_mult
shipsize_space_whale_4_tracking_mult
shipsize_ancient_mining_drone_evasion_mult
shipsize_ancient_mining_drone_disengage_chance_mult
shipsize_ancient_mining_drone_tracking_mult
shipsize_ancient_corvette_evasion_mult
shipsize_ancient_corvette_disengage_chance_mult
shipsize_ancient_corvette_tracking_mult
shipsize_ancient_destroyer_evasion_mult
shipsize_ancient_destroyer_disengage_chance_mult
shipsize_ancient_destroyer_tracking_mult
shipsize_lesser_space_cloud_evasion_mult
shipsize_lesser_space_cloud_disengage_chance_mult
shipsize_lesser_space_cloud_tracking_mult
shipsize_marauder_corvette_evasion_mult
shipsize_marauder_corvette_disengage_chance_mult
shipsize_marauder_corvette_tracking_mult
shipsize_marauder_destroyer_evasion_mult
shipsize_marauder_destroyer_disengage_chance_mult
shipsize_marauder_destroyer_tracking_mult
shipsize_marauder_cruiser_evasion_mult
shipsize_marauder_cruiser_disengage_chance_mult
shipsize_marauder_cruiser_tracking_mult
shipsize_marauder_galleon_evasion_mult
shipsize_marauder_galleon_disengage_chance_mult
shipsize_marauder_galleon_tracking_mult
shipsize_marauder_station_evasion_mult
shipsize_marauder_station_disengage_chance_mult
shipsize_marauder_station_tracking_mult
shipsize_marauder_void_dwelling_evasion_mult
shipsize_marauder_void_dwelling_disengage_chance_mult
shipsize_marauder_void_dwelling_tracking_mult
shipsize_pirate_corvette_evasion_mult
shipsize_pirate_corvette_disengage_chance_mult
shipsize_pirate_corvette_tracking_mult
shipsize_pirate_destroyer_evasion_mult
shipsize_pirate_destroyer_disengage_chance_mult
shipsize_pirate_destroyer_tracking_mult
shipsize_pirate_cruiser_evasion_mult
shipsize_pirate_cruiser_disengage_chance_mult
shipsize_pirate_cruiser_tracking_mult
shipsize_pirate_station_evasion_mult
shipsize_pirate_station_disengage_chance_mult
shipsize_pirate_station_tracking_mult
shipsize_bemat_corvette_evasion_mult
shipsize_bemat_corvette_disengage_chance_mult
shipsize_bemat_corvette_tracking_mult
shipsize_bemat_destroyer_evasion_mult
shipsize_bemat_destroyer_disengage_chance_mult
shipsize_bemat_destroyer_tracking_mult
shipsize_bemat_cruiser_evasion_mult
shipsize_bemat_cruiser_disengage_chance_mult
shipsize_bemat_cruiser_tracking_mult
shipsize_large_ship_ai_evasion_mult
shipsize_large_ship_ai_disengage_chance_mult
shipsize_large_ship_ai_tracking_mult
shipsize_small_ship_ai_evasion_mult
shipsize_small_ship_ai_disengage_chance_mult
shipsize_small_ship_ai_tracking_mult
shipsize_military_station_large_ai_evasion_mult
shipsize_military_station_large_ai_disengage_chance_mult
shipsize_military_station_large_ai_tracking_mult
shipsize_military_station_small_ai_evasion_mult
shipsize_military_station_small_ai_disengage_chance_mult
shipsize_military_station_small_ai_tracking_mult
shipsize_core_ai_evasion_mult
shipsize_core_ai_disengage_chance_mult
shipsize_core_ai_tracking_mult
shipsize_final_core_ai_evasion_mult
shipsize_final_core_ai_disengage_chance_mult
shipsize_final_core_ai_tracking_mult
shipsize_construction_ship_ai_evasion_mult
shipsize_construction_ship_ai_disengage_chance_mult
shipsize_construction_ship_ai_tracking_mult
shipsize_colony_ship_ai_evasion_mult
shipsize_colony_ship_ai_disengage_chance_mult
shipsize_colony_ship_ai_tracking_mult
shipsize_transport_ship_ai_evasion_mult
shipsize_transport_ship_ai_disengage_chance_mult
shipsize_transport_ship_ai_tracking_mult
shipsize_blue_core_ai_evasion_mult
shipsize_blue_core_ai_disengage_chance_mult
shipsize_blue_core_ai_tracking_mult
shipsize_blue_military_station_large_ai_evasion_mult
shipsize_blue_military_station_large_ai_disengage_chance_mult
shipsize_blue_military_station_large_ai_tracking_mult
shipsize_blue_military_station_small_ai_evasion_mult
shipsize_blue_military_station_small_ai_disengage_chance_mult
shipsize_blue_military_station_small_ai_tracking_mult
shipsize_blue_transport_ship_ai_evasion_mult
shipsize_blue_transport_ship_ai_disengage_chance_mult
shipsize_blue_transport_ship_ai_tracking_mult
shipsize_space_dragon_red_evasion_mult
shipsize_space_dragon_red_disengage_chance_mult
shipsize_space_dragon_red_tracking_mult
shipsize_enclave_station_evasion_mult
shipsize_enclave_station_disengage_chance_mult
shipsize_enclave_station_tracking_mult
shipsize_stellarite_evasion_mult
shipsize_stellarite_disengage_chance_mult
shipsize_stellarite_tracking_mult
shipsize_sphere_evasion_mult
shipsize_sphere_disengage_chance_mult
shipsize_sphere_tracking_mult
shipsize_galleon_evasion_mult
shipsize_galleon_disengage_chance_mult
shipsize_galleon_tracking_mult
shipsize_station_xl_evasion_mult
shipsize_station_xl_disengage_chance_mult
shipsize_station_xl_tracking_mult
shipsize_station_l_evasion_mult
shipsize_station_l_disengage_chance_mult
shipsize_station_l_tracking_mult
shipsize_station_m_evasion_mult
shipsize_station_m_disengage_chance_mult
shipsize_station_m_tracking_mult
shipsize_station_s_evasion_mult
shipsize_station_s_disengage_chance_mult
shipsize_station_s_tracking_mult
shipsize_station_xs_evasion_mult
shipsize_station_xs_disengage_chance_mult
shipsize_station_xs_tracking_mult
shipsize_dimensional_horror_evasion_mult
shipsize_dimensional_horror_disengage_chance_mult
shipsize_dimensional_horror_tracking_mult
shipsize_npc_warship_01_evasion_mult
shipsize_npc_warship_01_disengage_chance_mult
shipsize_npc_warship_01_tracking_mult
shipsize_homebase_evasion_mult
shipsize_homebase_disengage_chance_mult
shipsize_homebase_tracking_mult
shipsize_hive_asteroid_evasion_mult
shipsize_hive_asteroid_disengage_chance_mult
shipsize_hive_asteroid_tracking_mult
shipsize_wraith_01_blue_evasion_mult
shipsize_wraith_01_blue_disengage_chance_mult
shipsize_wraith_01_blue_tracking_mult
shipsize_wraith_01_red_evasion_mult
shipsize_wraith_01_red_disengage_chance_mult
shipsize_wraith_01_red_tracking_mult
shipsize_wraith_01_yellow_evasion_mult
shipsize_wraith_01_yellow_disengage_chance_mult
shipsize_wraith_01_yellow_tracking_mult
shipsize_space_dragon_baby_evasion_mult
shipsize_space_dragon_baby_disengage_chance_mult
shipsize_space_dragon_baby_tracking_mult
shipsize_space_dragon_blue_evasion_mult
shipsize_space_dragon_blue_disengage_chance_mult
shipsize_space_dragon_blue_tracking_mult
shipsize_psionic_avatar_evasion_mult
shipsize_psionic_avatar_disengage_chance_mult
shipsize_psionic_avatar_tracking_mult
shipsize_corrupted_avatar_evasion_mult
shipsize_corrupted_avatar_disengage_chance_mult
shipsize_corrupted_avatar_tracking_mult
shipsize_shroud_manifestation_evasion_mult
shipsize_shroud_manifestation_disengage_chance_mult
shipsize_shroud_manifestation_tracking_mult
shipsize_warped_consciousness_evasion_mult
shipsize_warped_consciousness_disengage_chance_mult
shipsize_warped_consciousness_tracking_mult
shipsize_leviathan_01_scavenger_bot_evasion_mult
shipsize_leviathan_01_scavenger_bot_disengage_chance_mult
shipsize_leviathan_01_scavenger_bot_tracking_mult
shipsize_leviathan_01_elder_tiyanki_evasion_mult
shipsize_leviathan_01_elder_tiyanki_disengage_chance_mult
shipsize_leviathan_01_elder_tiyanki_tracking_mult
shipsize_leviathan_01_voidspawn_evasion_mult
shipsize_leviathan_01_voidspawn_disengage_chance_mult
shipsize_leviathan_01_voidspawn_tracking_mult
shipsize_enigmatic_cache_evasion_mult
shipsize_enigmatic_cache_disengage_chance_mult
shipsize_enigmatic_cache_tracking_mult
shipsize_nanite_space_dragon_baby_evasion_mult
shipsize_nanite_space_dragon_baby_disengage_chance_mult
shipsize_nanite_space_dragon_baby_tracking_mult
shipsize_space_amoeba_centenarian_evasion_mult
shipsize_space_amoeba_centenarian_disengage_chance_mult
shipsize_space_amoeba_centenarian_tracking_mult
shipsize_graygoo_mothership_evasion_mult
shipsize_graygoo_mothership_disengage_chance_mult
shipsize_graygoo_mothership_tracking_mult
shipsize_graygoo_interdictor_evasion_mult
shipsize_graygoo_interdictor_disengage_chance_mult
shipsize_graygoo_interdictor_tracking_mult
shipsize_graygoo_factory_evasion_mult
shipsize_graygoo_factory_disengage_chance_mult
shipsize_graygoo_factory_tracking_mult
shipsize_starbase_caravaneer_evasion_mult
shipsize_starbase_caravaneer_disengage_chance_mult
shipsize_starbase_caravaneer_tracking_mult
shipsize_caravaneer_station_01_evasion_mult
shipsize_caravaneer_station_01_disengage_chance_mult
shipsize_caravaneer_station_01_tracking_mult
shipsize_caravaneer_cargoship_01_evasion_mult
shipsize_caravaneer_cargoship_01_disengage_chance_mult
shipsize_caravaneer_cargoship_01_tracking_mult
shipsize_caravaneer_destroyer_01_evasion_mult
shipsize_caravaneer_destroyer_01_disengage_chance_mult
shipsize_caravaneer_destroyer_01_tracking_mult
shipsize_caravaneer_cruiser_01_evasion_mult
shipsize_caravaneer_cruiser_01_disengage_chance_mult
shipsize_caravaneer_cruiser_01_tracking_mult
shipsize_lesser_messenger_01_evasion_mult
shipsize_lesser_messenger_01_disengage_chance_mult
shipsize_lesser_messenger_01_tracking_mult
shipsize_wenkwort_drone_evasion_mult
shipsize_wenkwort_drone_disengage_chance_mult
shipsize_wenkwort_drone_tracking_mult
shipsize_wenkwort_enforcer_evasion_mult
shipsize_wenkwort_enforcer_disengage_chance_mult
shipsize_wenkwort_enforcer_tracking_mult
shipsize_training_target_evasion_mult
shipsize_training_target_disengage_chance_mult
shipsize_training_target_tracking_mult
shipsize_juggernaut_evasion_mult
shipsize_juggernaut_disengage_chance_mult
shipsize_juggernaut_tracking_mult
shipsize_ancient_mining_expansion_barge_evasion_mult
shipsize_ancient_mining_expansion_barge_disengage_chance_mult
shipsize_ancient_mining_expansion_barge_tracking_mult
shipsize_ancient_mining_expansion_drone_evasion_mult
shipsize_ancient_mining_expansion_drone_disengage_chance_mult
shipsize_ancient_mining_expansion_drone_tracking_mult
shipsize_crystal_splitter_ship_large_blue_evasion_mult
shipsize_crystal_splitter_ship_large_blue_disengage_chance_mult
shipsize_crystal_splitter_ship_large_blue_tracking_mult
shipsize_crisis_corvette_build_speed_mult
shipsize_crisis_corvette_hull_mult
shipsize_crisis_corvette_hull_add
shipsize_crisis_corvette_evasion_mult
shipsize_crisis_corvette_disengage_chance_mult
shipsize_crisis_corvette_tracking_mult
shipsize_crisis_destroyer_build_speed_mult
shipsize_crisis_destroyer_hull_mult
shipsize_crisis_destroyer_hull_add
shipsize_crisis_destroyer_evasion_mult
shipsize_crisis_destroyer_disengage_chance_mult
shipsize_crisis_destroyer_tracking_mult
shipsize_crisis_cruiser_build_speed_mult
shipsize_crisis_cruiser_hull_mult
shipsize_crisis_cruiser_hull_add
shipsize_crisis_cruiser_evasion_mult
shipsize_crisis_cruiser_disengage_chance_mult
shipsize_crisis_cruiser_tracking_mult
shipsize_star_eater_build_speed_mult
shipsize_star_eater_hull_mult
shipsize_star_eater_hull_add
shipsize_star_eater_evasion_mult
shipsize_star_eater_disengage_chance_mult
shipsize_star_eater_tracking_mult
damage_vs_country_type_gdf_mult
damage_vs_country_type_amoeba_faction_mult
damage_vs_country_type_crystal_faction_mult
damage_vs_country_type_drone_faction_mult
planet_district_industrial_build_speed_mult
planet_district_hab_industrial_build_speed_mult
planet_district_rw_industrial_build_speed_mult
planet_building_imperial_capital_build_speed_mult
planet_building_imperial_machine_capital_build_speed_mult
planet_building_imperial_hive_capital_build_speed_mult
planet_building_imperial_concession_port_build_speed_mult
operation_gather_information_speed_mult
operation_gather_information_difficulty_add
operation_gather_information_difficulty_mult
operation_gather_information_skill_add
operation_gather_information_skill_mult
operation_diplomatic_incident_speed_mult
operation_diplomatic_incident_difficulty_add
operation_diplomatic_incident_difficulty_mult
operation_diplomatic_incident_skill_add
operation_diplomatic_incident_skill_mult
operation_sleeper_cells_speed_mult
operation_sleeper_cells_difficulty_add
operation_sleeper_cells_difficulty_mult
operation_sleeper_cells_skill_add
operation_sleeper_cells_skill_mult
operation_acquire_asset_speed_mult
operation_acquire_asset_difficulty_add
operation_acquire_asset_difficulty_mult
operation_acquire_asset_skill_add
operation_acquire_asset_skill_mult
operation_extort_favors_speed_mult
operation_extort_favors_difficulty_add
operation_extort_favors_difficulty_mult
operation_extort_favors_skill_add
operation_extort_favors_skill_mult
operation_smear_campaign_speed_mult
operation_smear_campaign_difficulty_add
operation_smear_campaign_difficulty_mult
operation_smear_campaign_skill_add
operation_smear_campaign_skill_mult
operation_steal_technology_speed_mult
operation_steal_technology_difficulty_add
operation_steal_technology_difficulty_mult
operation_steal_technology_skill_add
operation_steal_technology_skill_mult
operation_sabotage_starbase_speed_mult
operation_sabotage_starbase_difficulty_add
operation_sabotage_starbase_difficulty_mult
operation_sabotage_starbase_skill_add
operation_sabotage_starbase_skill_mult
operation_arm_privateers_speed_mult
operation_arm_privateers_difficulty_add
operation_arm_privateers_difficulty_mult
operation_arm_privateers_skill_add
operation_arm_privateers_skill_mult
operation_crisis_beacon_speed_mult
operation_crisis_beacon_difficulty_add
operation_crisis_beacon_difficulty_mult
operation_crisis_beacon_skill_add
operation_crisis_beacon_skill_mult
operation_weaken_galactic_empire_speed_mult
operation_weaken_galactic_empire_difficulty_add
operation_weaken_galactic_empire_difficulty_mult
operation_weaken_galactic_empire_skill_add
operation_weaken_galactic_empire_skill_mult
operation_target_seditionists_speed_mult
operation_target_seditionists_difficulty_add
operation_target_seditionists_difficulty_mult
operation_target_seditionists_skill_add
operation_target_seditionists_skill_mult
operation_spark_rebellion_speed_mult
operation_spark_rebellion_difficulty_add
operation_spark_rebellion_difficulty_mult
operation_spark_rebellion_skill_add
operation_spark_rebellion_skill_mult
 
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Excellent work! Saw a few interesting things in there (pop-faction scope updates will be helpful ... and sector scope updates are interesting, wonder if any nemesis events use them, or if its prep-work for 3.0?)

But this... this is beautiful:
Added trigger:
Code:
compare_distance - Checks whether the current scope is closer to a specified object than it is to a second specified object within the same solar system.
compare_distance = { closer_object = root further_object = from }
Supported Scopes: megastructure planet ship pop fleet galactic_object leader ambient_object starbase deposit archaeological_site first_contact
Extended functionality:
Code:
distance = {
source = <target>
min_distance >= 50
max_distance <= 120
type=<hyperlane/euclidean>
bypass_empire=<empire>
min_jumps = 2
max_jumps = 10
same_solar_system = yes/no (default: no; this toggles whether the trigger checks galaxy map or solar system distances)
}
Supported Scopes: megastructure planet ship pop fleet galactic_object leader ambient_object starbase deposit archaeological_site first_contact
formerly: no same_solar_system value, less scopes supported
Easy In-system distance calculations?
Area of effect weapons & proper minefields here I come!
Either by trigonometry (compare distance run 2-3 times) or by distance+same_solar_system run on the death of a ship to emulate explosions (e.g. an ION cannon killing everything from splash dmg, within 20 units of a ship it hits).
 
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I'm predicting about a dozen mods using the "join_war_on_side" effect on day 1. There's a feature that's been requested for years. IDK if it will be used in Vanilla, but it's great to see it added.

Likewise log_error will be a godsend for complex modding. Debugging is a PITA at the moment, and this should help a lot.
 
Likewise log_error will be a godsend for complex modding. Debugging is a PITA at the moment, and this should help a lot.
FYI you can use log effect, it will output defined string into game.log ;)
 
I'm predicting about a dozen mods using the "join_war_on_side" effect on day 1. There's a feature that's been requested for years. IDK if it will be used in Vanilla, but it's great to see it added.

Likewise log_error will be a godsend for complex modding. Debugging is a PITA at the moment, and this should help a lot.
its been in the game for years, I think, though under a different name. I remember seeing a few mods that use it already via edict.
currently:
join_warJoins wars on the side of target countryjoin_war = <target>

Added effect:
Code:
win - The scoped country wins the game
win_game = yes
Supported Scopes: country
This one is definitely new though. I can't imagine many SP uses for this (ending a game prematurely)... so I guess we know what that Nemesis Aetherophasic engine does when you finish it lol

set_star_class - Sets the star's star class, affecting system and galactic map graphics and potentially modifiers. Also changes the planet class of the system's primary star.
set_star_class = <star class>
Supported Scopes: galactic_object
This looks like the only modifier that can affect the galaxy map directly, unfortunately still no way to scope to the galaxy map "coordinate space" (for lack of a better word) to spawn graphics on the galaxy itself.
I wonder if Dyson spheres will now change the icons of the stars they englobe, too. Probably not.
 
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Very helpful post @OldEnt. I'd recommend throwing a few spoilers in, though.
I started doing this thinking it it would take two hours tops, took me two days. I am not touching it again unless I really have to. :)

Very helpful, thanks! But this should probably be in the User Mods subforum. :p
Wait, people read Mods subforum? :p

This looks like the only modifier that can affect the galaxy map directly, unfortunately still no way to scope to the galaxy map "coordinate space" (for lack of a better word) to spawn graphics on the galaxy itself.
I wonder if Dyson spheres will now change the icons of the stars they englobe, too. Probably not.
Dyson spawns entity on top of a star so I doubt, but I see no reason why someone can't mod in new star classes to account for that. I am pretty sure that will happen.
 
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Added effect:
Code:
win - The scoped country wins the game
win_game = yes
Supported Scopes: country
This one is definitely new though. I can't imagine many SP uses for this (ending a game prematurely).
I'm very interested in putting together a mod of MP victory conditions. First to x pops, first to x diplo weight, first to kill x ships, conquer x planets, etc. Could really liven up the MP Community. :D
 
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I'm very interested in putting together a mod of MP victory conditions. First to x pops, first to x diplo weight, first to kill x ships, conquer x planets, etc. Could really liven up the MP Community. :D
Yeah it could be very interesting for MP:
spawn an unkillable ship that can be captured (using a derivative of the code starbases use) put it somewhere in the galaxy - or spawn multiple.​
Whoever shoots/captures it, starts accruing points (ticking up a country-bound variable)​
At X value, trigger WIN.​
Congrats, you now have Capture the Relic lol​
Edit: Also, If you're willing to go country_types diving, you can create an origin that gives people a "fast start" (part of the problem with MP is the long lead time) or do weird things like everyone starts with, say, 5 special colony ships that have the ability to colonise outside their borders w/o building an outpost first (a single game rule edit) and come with 5-10 pops each, to get past the colonisation phase quicker.
  • Other origins could be used to create hard-locked pre-alliances (Origin1 CTF - Team A | Origin2 CTF - Team B -- capture the Tyianki matriarch and return it to a "home megastructure". At X captures = win)
  • Never looked in to it but it may be possible to have 3(+?) players start in a team in the common grounds origin, all near each other / in the same cluster. Would probably take a bit of post-initialisation star-system editing.
 
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Yeah it could be very interesting for MP:
spawn an unkillable ship that can be captured (using a derivative of the code starbases use) put it somewhere in the galaxy - or spawn multiple.​
Whoever shoots/captures it, starts accruing points (ticking up a country-bound variable)​
At X value, trigger WIN.​
Congrats, you now have Capture the Relic lol​
Edit: Also, If you're willing to go country_types diving, you can create an origin that gives people a "fast start" (part of the problem with MP is the long lead time) or do weird things like everyone starts with, say, 5 special colony ships that have the ability to colonise outside their borders w/o building an outpost first (a single game rule edit) and come with 5-10 pops each, to get past the colonisation phase quicker.
  • Other origins could be used to create hard-locked pre-alliances (Origin1 CTF - Team A | Origin2 CTF - Team B -- capture the Tyianki matriarch and return it to a "home megastructure". At X captures = win)
  • Never looked in to it but it may be possible to have 3(+?) players start in a team in the common grounds origin, all near each other / in the same cluster. Would probably take a bit of post-initialisation star-system editing.

I like all these ideas tbh. Editing country_types is a little out of scope for what I had pictured, I didn't want to go crazy with it, as I'm limited in the amount of free time I have to work on hobby projects :D
 
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This entire post must be added on the wiki/mod part... Here sadly it will just goes slowly into the abyss... Sad for a such useful work.
 
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Reactions:
This entire post must be added on the wiki/mod part... Here sadly it will just goes slowly into the abyss... Sad for a such useful work.
When the patch drops we will update the wiki, we don't want to double the workload in case something changes upon release.

You can always refer to the source docs online here: https://github.com/OldEnt/stellaris-triggers-modifiers-effects-list
And for 2.8-Nemesis beta changes here https://github.com/OldEnt/stellaris...mmit/9a23f6f04a50aaf95f40251d95af163d8129e2bf
 
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2.9 > 3.0.1 changes (does not include modifiers) https://github.com/OldEnt/stellaris...mmit/5f33bfc577abd1fd8fbe3b5568ef078441cb3d36

New triggers:
Code:
has_active_building - Checks if the planet has a specific building, and that that building is not disabled or ruined.
has_building = yes
has_active_building = building_capital_3
Supported Scopes: planet

Code:
is_total_war - Checks if a war is a total war
is_total_war = yes/no
Supported Scopes: war

Code:
has_job_category - Checks if the pop is currently working this strata job (worker, specialist, complex_drone, etc.) Returns false if unemployed.
has_job_category = <key>
Supported Scopes: pop

New effects:
Code:
set_update_modifiers_batch - Disables modifier system to do full updates between Begin and End.
On end it will trigger a full update of any dirty modifiers.
Begin: set_update_modifiers_batch = begin
End: set_update_modifiers_batch = end
Supported Scopes: all

Changed effects:
Code:
create_country = {
    name = <string/random>
    adjective = <string>
    contact_rule = <string>
 type = <key>
    auto_delete = <bool>
    name_list = <key>
    ship_prefix = <string>
    authority = <key>
    civics = random / { civic = <key> civic = random }
    species = <target>
    flag = <random / { icon = { category = <key> file = <filename.dds> } background = { category = <key> file = <filename.dds> } colors = { <key> <key> } }
    ethos = <random / { ethic = <key> ethic = <key> }>
    restrictions = { <restrictions, see "common\governments\readme_requirements.txt"> }
    effect = { <effects executed on country> }
}
Supported Scopes: all
(previously: no contact_rule = <string>)

Code:
change_government = {
    authority = random / <key>
    civics = random / { civic = <key> civic = random }
cooldown = no (default: yes)
remove_invalid_civics = yes (default: no)
}
Supported Scopes: country
(previously: no option for remove_invalid_civics = yes (default: no))

Added localisation documentation in trigger_docs.
 
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