error log seems to complain about the following segment
Code:immediate = { event_target:mem_visitor_planet = { owner = { shift_ethic = "ethic_militarist" random_owned_pop = { pop_change_ethic = "ethic_militarist" } #And then they might nuke themselves random_list = { 90 = { } 10 = { IF = { limit = { OR = { has_country_flag = atomic_age has_country_flag = early_space_age } } country_event = { id = primitive.130 days = 360 random = 360 } } } } } } set_country_flag = mem_visitor_finished }
[02:16:06][effect_impl.cpp:1129]: Error in fire event effect at file: events/mem_visitor.txt line: 1017, target event is not of the correct type, expected it to be a country
I'd chalk it up to it not knowing what mem_visitor_planet is, but it worked fine with another similar event
Last line in there you try to set a country flag on a planet, either move it up one notch (so it is in the owner scope) or change it to set_planet_flag.
Given that you have traits that are limited by ethics my guess is yes, but the only way to know is to try.Is it possible to restrict a civic based on whether or not the founding species has a trait?
How would one go about creating a custom version of either the mechanists or syncretic evolution civis, specifically their effects? In this case I am attempting to make an alternate version of the mechanists that spawns an empire unique buildable pop instead of the default robots. I've copied game_start.7, as well as the on action for it, and changed the event name and on action target accordingly, and tied it into the custom civic this empire uses, but no matter what it will not spawn them. They show up as buildable, but wont initially spawn.
Nothings coming up in the error logs either.
Edit - I think I've narrowed it down to missing an event or trigger. Im imagining there is an additional trigger or event that fires if you have either civic that removes 4 of your initial pops to make room for the new ones, however as my civic is custom it is not triggering said event, leaving no room to place the new ones.... Now to find were that event is
There is no extra event that removes pops, rather the event is ordered so that robots/syncretic pops are created first and then regular pops are created to fill it up. If you've just copied the game_start.7 event then that event likely fires first and when your event comes around the places those pops would be spawned on already has a pop on them. Either you actively modify game_start.7, which is easy but not to recommend, or you change your event to find the appropriate tiles with pops of the "parent" race, kill the pop and then create the new pop.