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

ViolentBeetle

Colonel
40 Badges
Mar 2, 2017
989
0
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Reapers Due
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Tyranny: Archon Edition
  • Stellaris: Federations
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Victoria 2
  • Europa Universalis IV
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Art of War
Can I use a civic to block certain authority or block change of authority? (For example, in my case, you pick the civic at the start, you stuck with dictatorial)

I believe conditions for authorities are in authority files and I don't want to overwrite.
 

LogicSequence

Lightwave Alien
25 Badges
Sep 25, 2006
452
10
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Ancient Space
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Magicka
  • Crusader Kings II
How do you identify a species within your country (not main species), for the sake of say, a trigger, without being able to save them as an event target or without them having a unique trait?
 

littleraskol

First Lieutenant
25 Badges
May 29, 2013
222
10
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Stellaris: Synthetic Dawn
Is there a on_action for when new empire is created mid-game? Like with liberation wars and when a vassal is created?

I'd try to use empire_init_add_technologies maybe. The comment says this:

# called during empire initialization when starting a new game

But I have a feeling that empires created mid-game also call this at some point because they also need starting technologies added. It's a guess though.

eta: This would not be the case for nations split off from existing ones though, I'm more thinking primitives that become FTL-capable.
 

littleraskol

First Lieutenant
25 Badges
May 29, 2013
222
10
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Stellaris: Synthetic Dawn
How do you identify a species within your country (not main species), for the sake of say, a trigger, without being able to save them as an event target or without them having a unique trait?

What criteria about this species is interesting to you?

If this is a species you meddle with at some point and then need to find later, you could use global_event_target maybe.
 

crowdemon

Lt. General
47 Badges
May 13, 2013
1.329
1.235
  • Crusader Kings II: Charlemagne
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings III
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Stellaris: Ancient Relics
  • Crusader Kings II: Conclave
  • Europa Universalis IV
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cossacks
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Europa Universalis IV: Call to arms event
Does anyone know how to modify the output for deposits. For example, the code below here, but for mining and research station.

Code:
country_edict = {
    name = "resources"
    modifier = {
    tile_resource_unity_mult = 50
    tile_resource_minerals_mult = 10
    tile_resource_energy_mult = 5
    country_resource_influence_add = 100
    }
    allow = {
    }
    ai_weight = {
        weight = 0     
    } 
}
 

littleraskol

First Lieutenant
25 Badges
May 29, 2013
222
10
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Stellaris: Synthetic Dawn
Then it would just stop working on authority change. Not block authority from changing, no?
Hm, I was thinking about it in terms of a "soft block," in that the player would not want to implement a different authority and lose the effect of a civic they can't replace. But what if, for example, ethos shift makes an empire Egalitarian? Yeah, the authority would have to change in that case.
 

ViolentBeetle

Colonel
40 Badges
Mar 2, 2017
989
0
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Reapers Due
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Tyranny: Archon Edition
  • Stellaris: Federations
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Victoria 2
  • Europa Universalis IV
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Art of War
Hm, I was thinking about it in terms of a "soft block," in that the player would not want to implement a different authority and lose the effect of a civic they can't replace. But what if, for example, ethos shift makes an empire Egalitarian? Yeah, the authority would have to change in that case.
I never really experienced ethic shift on this axis, does it authomatically push towards acceptable?

I was thinking about maybe making my own take on more civic mods and make a civic where your country is ruled by an immortal robot. This is not soft cap friendly.
 

Persepheus

Second Lieutenant
68 Badges
Aug 10, 2016
171
5
  • Stellaris - Path to Destruction bundle
  • Semper Fi
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Darkest Hour
  • Europa Universalis IV: Pre-order
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Distant Stars
  • Europa Universalis IV: Cradle of Civilization
  • Surviving Mars: Digital Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: La Resistance
  • Stellaris: Nemesis
  • Stellaris: Lithoids
  • Europa Universalis IV: Golden Century
  • Stellaris: Necroids
  • Europa Universalis IV: Dharma
  • Stellaris: Federations
  • Battle for Bosporus
  • Europa Universalis IV
  • Stellaris
  • Victoria 2
  • Europa Universalis 4: Emperor
  • Stellaris: Ancient Relics
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
Does anyone know how to modify the output for deposits. For example, the code below here, but for mining and research station.

Code:
country_edict = {
    name = "resources"
    modifier = {
    tile_resource_unity_mult = 50
    tile_resource_minerals_mult = 10
    tile_resource_energy_mult = 5
    country_resource_influence_add = 100
    }
    allow = {
    }
    ai_weight = {
        weight = 0    
    }
}
I don't think that it is possible , i cannot recall any event or Situation, where this done. I guess u could Do a global modifier like in the civic
 

Mouthwash

Charlatan and Idiot
59 Badges
Jul 27, 2013
473
141
  • Tyranny - Tales from the Tiers
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Necroids
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Cradle of Civilization
  • Imperator: Rome Sign Up
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Holy Fury Pre-order
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Lithoids
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings III
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
Is it conceivable that some sort of 'decadence' mechanic could be added? I'd love to see some kind of endless turnover where the fallen empires would really just be regular empires with literally thousands of years of ingame history... like Dwarf Fortress in space.
 
Last edited:

spriggan02

Corporal
28 Badges
Aug 18, 2016
41
1
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Leviathan: Warships
  • Magicka
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • War of the Vikings
  • BATTLETECH
  • Surviving Mars: First Colony Edition
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Apocalypse
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Cities: Skylines - After Dark
  • Magicka 2
  • Mount & Blade: Warband
  • Cities: Skylines
  • War of the Roses
  • Warlock: Master of the Arcane
Does anyone know how to modify the output for deposits. For example, the code below here, but for mining and research station.

Code:
country_edict = {
    name = "resources"
    modifier = {
    tile_resource_unity_mult = 50
    tile_resource_minerals_mult = 10
    tile_resource_energy_mult = 5
    country_resource_influence_add = 100
    }
    allow = {
    }
    ai_weight = {
        weight = 0   
    }
}

trying to do pretty much the same thing. I've been trying to do this in the ship_sizes.txt but so far I haven't gotten it to work, using this:

Code:
mining_station = {
    max_speed = 0.0
    acceleration = 0.0
    rotation_speed = 0.0
    modifier = {
        ship_evasion_mult = -1
        ship_weapon_range_mult = 0.20
    }
    max_hitpoints = 2000
    section_slots = { "mid" = { locator = "part1" } }
    num_target_locators = 0
    is_space_station = yes
    build_block_radius = @build_block_radius_civilian
    is_civilian = no
    cost = 90
    components_add_to_cost = no
   
    enable_default_design = yes                    #if yes, countries will have an auto-generated design at start
    prerequisites = { "tech_space_construction" }
    class = shipclass_mining_station
    is_designable = no
    valid_target_aggressive_stance = no
    auto_upgrade = yes
                                                                    #Here starts what I tried to do
    from {                                                       #should scope to the planet the station is orbiting
    orbital_deposit_tile {
    add_deposit = d_vast_mineral_deposit
    }
    }
}

am I just doing something wrong or is it impossible to change a planets resource output (or deposits) by having a ship in orbit?
 

Gaussia

Major
32 Badges
Jan 21, 2014
688
1.167
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Magicka
  • Europa Universalis IV: Res Publica
  • Crusader Kings III
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Crusader Kings II: Reapers Due
  • Crusader Kings III: Royal Edition
  • Stellaris: Nemesis
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mare Nostrum
This is a messy one. I have been trying to change the wordings of some traditions (renaming descriptions and the name of some of the individual traditions in the different trees). Feels standard, should be easy (hint: not).

Start of with an simple question which I think is related: What is the number between the : and the " in the localisation entries (usually a 0). Example in:
tr_domination_fleet_levies:0 "Fleet Levies"
(I have been trying to play around with these numbers, but to no effect. I have not found what they do, but there have to be something?)

So basically, I copied the "traditions_l_english.yml", pasted it into my mod and opened it in notepad++. I then changed the text within " " of a few entries. Some changes passed, some didn't. Strange. Now starts the de-bugging. I didn't get hold of the problem but have some results.

Step 1: Change all entries to BlaBla:
Code:
tradition_expansion:2 "BlaBla"
 #tradition_expansion_desc: "We must spread our civilization to new systems and planets if we are to survive. As other empires emerge on the galactic scene, competition will be fierce. The faster we can establish new colonies, the better."
 tradition_expansion_desc:2 "BlaBla"
 tr_expansion_adopt:2 "BlaBla"
 tr_expansion_adopt_desc:2 "BlaBla"
 tr_expansion_adopt_effect:2 "BlaBla"
 tr_expansion_colonization_fever:2 "BlaBla"
 tr_expansion_colonization_fever_desc:2 "BlaBla"
 tr_expansion_colonization_fever_delayed:2 "BlaBla"
 tr_expansion_a_new_life_desc:2 "BlaBla"
 tr_expansion_a_new_life_delayed:2 "BlaBla"
#tr_expansion_standardized_colony_ships: "Standardized Colony Ships"
#tr_expansion_standardized_colony_ships_desc: "Immediately give you a free §Y$colonizer$§!. In addition, §Y$shipsize_colonizer_construction_speed_mult$§! is increased by §G+100%§!."
#tr_expansion_standardized_colony_ships_delayed: "Simplified designs and less expensive materials allow us to mass-produce colony ships on a hitherto unseen scale. Our colonists may not enjoy as many creature comforts during transport to their new homes, but these ships will still get them where they're going."
 tr_expansion_courier_network:2 "BlaBla"
 tr_expansion_courier_network_desc:2 "BlaBla"
 tr_expansion_courier_network_delayed:2 "BlaBla"
 tr_expansion_reach_for_the_stars:2 "BlaBla"
 tr_expansion_reach_for_the_stars_desc:2 "BlaBla"
 tr_expansion_reach_for_the_stars_delayed:2 "BlaBla"
 tr_expansion_galactic_ambition:2 "BlaBla"
 tr_expansion_galactic_ambition_desc:2 "BlaBla"
 tr_expansion_galactic_ambition_delayed:2 "BlaBla"
 tr_expansion_finish:2 "BlaBla"
 tr_expansion_finish_effect:2 "BlaBla"
Some entries were changed to "BlaBla", most didn't.

Second Step: Add AAAAAAA at the start of every entry:
Code:
 tradition_expansion:0 "AAAAAAAExpansion"
 #tradition_expansion_desc: "We must spread our civilization to new systems and planets if we are to survive. As other empires emerge on the galactic scene, competition will be fierce. The faster we can establish new colonies, the better."
 tradition_expansion_desc:0 "AAAAAAAWe must expand our civilization to new systems and planets or risk eventual extinction."
 tr_expansion_adopt:0 "AAAAAAAExpansion Traditions"
 tr_expansion_adopt_desc:0 "AAAAAAA$tradition_expansion_desc$\n\n$tr_expansion_adopt_effect$\n\n$tr_expansion_finish_effect$"
 tr_expansion_adopt_effect:0 "AAAAAAA§E$TRADITIONS_ADOPT$:§!\nNew colonies start with §Y1§! additional £pops  Pop."
 tr_expansion_colonization_fever:0 "AAAAAAAColonization Fever"
 tr_expansion_colonization_fever_desc:0 "AAAAAAA§YCapital buildings§! now produce §Y1§! additional £unity  Unity."
 tr_expansion_colonization_fever_delayed:0 "AAAAAAAColonization fever seems to have gripped the populace. Their enthusiasm and patriotic fervor grows for every new world claimed by our colonists."
 tr_expansion_a_new_life:0 "AAAAAAAA New Life"
 tr_expansion_a_new_life_desc:1 "AAAAAAA£pops  Pop §Y$MOD_POP_GROWTH_SPEED$§! increased by §G+10%§! and §Y$MOD_PLANET_COLONY_DEVELOPMENT_SPEED_MULT$§! increased by §G+50%§!."
 tr_expansion_a_new_life_delayed:0 "AAAAAAAA new life awaits our citizens in the off-world colonies. A chance to begin again in a golden land of opportunity and adventure! With the help of an aggressive marketing campaign, the less fortunate  elements of our society will be flocking to our colony ships."
#tr_expansion_standardized_colony_ships: "Standardized Colony Ships"
#tr_expansion_standardized_colony_ships_desc: "Immediately give you a free §Y$colonizer$§!. In addition, §Y$shipsize_colonizer_construction_speed_mult$§! is increased by §G+100%§!."
#tr_expansion_standardized_colony_ships_delayed: "Simplified designs and less expensive materials allow us to mass-produce colony ships on a hitherto unseen scale. Our colonists may not enjoy as many creature comforts during transport to their new homes, but these ships will still get them where they're going."
 tr_expansion_courier_network:0 "AAAAAAACourier Network"
 tr_expansion_courier_network_desc:0 "AAAAAAAThe effect on increased §Y$TRADITION_COST$§! caused by number of colonies is reduced by §G-33%§!."
 tr_expansion_courier_network_delayed:0 "AAAAAAAA network of small courier vessels is a reliable alternative for transporting VIPs or delivering messages that can't be trusted to FTL communications. This will tie our far-flung colonies more closely together."
 tr_expansion_reach_for_the_stars:0 "AAAAAAAReach for the Stars"
 tr_expansion_reach_for_the_stars_desc:0 "AAAAAAAFor the purpose of colonizing and building §YFrontier Outposts§!, systems count as being half the regular distance away."
 tr_expansion_reach_for_the_stars_delayed:0 "AAAAAAAThe frontiers of our star nation are being pushed ever forwards. Soon, nothing in this galaxy will lie beyond our grasp..."
 tr_expansion_galactic_ambition:0 "AAAAAAAGalactic Ambition"
 tr_expansion_galactic_ambition_desc:1 "AAAAAAA§Y$shipsize_outpost_station_upkeep_mult$§! reduced by §G-50%§!."
 tr_expansion_galactic_ambition_delayed:0 "AAAAAAAThe banner of our great empire will one day be as common as hydrogen throughout the galaxy."
 tr_expansion_finish:0 "AAAAAAAExpansion Traditions Finished"
 tr_expansion_finish_effect:0 "AAAAAAA§E$TRADITIONS_FINISH$:§!\nAdopting all $tr_expansion_adopt$ increases our §Y$MOD_COUNTRY_CORE_SECTOR_SYSTEM_CAP$§! by §Y2§!."
About half the entries get "AAAAAAA" in the beginning.

Third Step: Add ZZZZZZZ at the beginning of all entries:
Code:
 tradition_expansion:0 "ZZZZZZZExpansion"
 #tradition_expansion_desc: "We must spread our civilization to new systems and planets if we are to survive. As other empires emerge on the galactic scene, competition will be fierce. The faster we can establish new colonies, the better."
 tradition_expansion_desc:0 "ZZZZZZZWe must expand our civilization to new systems and planets or risk eventual extinction."
 tr_expansion_adopt:0 "ZZZZZZZExpansion Traditions"
 tr_expansion_adopt_desc:0 "ZZZZZZZ$tradition_expansion_desc$\n\n$tr_expansion_adopt_effect$\n\n$tr_expansion_finish_effect$"
 tr_expansion_adopt_effect:0 "ZZZZZZZ§E$TRADITIONS_ADOPT$:§!\nNew colonies start with §Y1§! additional £pops  Pop."
 tr_expansion_colonization_fever:0 "ZZZZZZZColonization Fever"
 tr_expansion_colonization_fever_desc:0 "ZZZZZZZ§YCapital buildings§! now produce §Y1§! additional £unity  Unity."
 tr_expansion_colonization_fever_delayed:0 "ZZZZZZZColonization fever seems to have gripped the populace. Their enthusiasm and patriotic fervor grows for every new world claimed by our colonists."
 tr_expansion_a_new_life:0 "ZZZZZZZA New Life"
 tr_expansion_a_new_life_desc:1 "ZZZZZZZ£pops  Pop §Y$MOD_POP_GROWTH_SPEED$§! increased by §G+10%§! and §Y$MOD_PLANET_COLONY_DEVELOPMENT_SPEED_MULT$§! increased by §G+50%§!."
 tr_expansion_a_new_life_delayed:0 "ZZZZZZZA new life awaits our citizens in the off-world colonies. A chance to begin again in a golden land of opportunity and adventure! With the help of an aggressive marketing campaign, the less fortunate  elements of our society will be flocking to our colony ships."
#tr_expansion_standardized_colony_ships: "Standardized Colony Ships"
#tr_expansion_standardized_colony_ships_desc: "Immediately give you a free §Y$colonizer$§!. In addition, §Y$shipsize_colonizer_construction_speed_mult$§! is increased by §G+100%§!."
#tr_expansion_standardized_colony_ships_delayed: "Simplified designs and less expensive materials allow us to mass-produce colony ships on a hitherto unseen scale. Our colonists may not enjoy as many creature comforts during transport to their new homes, but these ships will still get them where they're going."
 tr_expansion_courier_network:0 "ZZZZZZZCourier Network"
 tr_expansion_courier_network_desc:0 "ZZZZZZZThe effect on increased §Y$TRADITION_COST$§! caused by number of colonies is reduced by §G-33%§!."
 tr_expansion_courier_network_delayed:0 "ZZZZZZZA network of small courier vessels is a reliable alternative for transporting VIPs or delivering messages that can't be trusted to FTL communications. This will tie our far-flung colonies more closely together."
 tr_expansion_reach_for_the_stars:0 "ZZZZZZZReach for the Stars"
 tr_expansion_reach_for_the_stars_desc:0 "ZZZZZZZFor the purpose of colonizing and building §YFrontier Outposts§!, systems count as being half the regular distance away."
 tr_expansion_reach_for_the_stars_delayed:0 "ZZZZZZZThe frontiers of our star nation are being pushed ever forwards. Soon, nothing in this galaxy will lie beyond our grasp..."
 tr_expansion_galactic_ambition:0 "ZZZZZZZGalactic Ambition"
 tr_expansion_galactic_ambition_desc:1 "ZZZZZZZ§Y$shipsize_outpost_station_upkeep_mult$§! reduced by §G-50%§!."
 tr_expansion_galactic_ambition_delayed:0 "ZZZZZZZThe banner of our great empire will one day be as common as hydrogen throughout the galaxy."
 tr_expansion_finish:0 "ZZZZZZZExpansion Traditions Finished"
 tr_expansion_finish_effect:0 "ZZZZZZZ§E$TRADITIONS_FINISH$:§!\nAdopting all $tr_expansion_adopt$ increases our §Y$MOD_COUNTRY_CORE_SECTOR_SYSTEM_CAP$§! by §Y2§!."
This have no effect what so ever.

Fourth Step: Add 000 At the start of every Entry.
Code:
 tradition_expansion:0 "000Expansion"
 #tradition_expansion_desc: "We must spread our civilization to new systems and planets if we are to survive. As other empires emerge on the galactic scene, competition will be fierce. The faster we can establish new colonies, the better."
 tradition_expansion_desc:0 "000We must expand our civilization to new systems and planets or risk eventual extinction."
 tr_expansion_adopt:0 "000Expansion Traditions"
 tr_expansion_adopt_desc:0 "000$tradition_expansion_desc$\n\n$tr_expansion_adopt_effect$\n\n$tr_expansion_finish_effect$"
 tr_expansion_adopt_effect:0 "000§E$TRADITIONS_ADOPT$:§!\nNew colonies start with §Y1§! additional £pops  Pop."
 tr_expansion_colonization_fever:0 "000Colonization Fever"
 tr_expansion_colonization_fever_desc:0 "000§YCapital buildings§! now produce §Y1§! additional £unity  Unity."
 tr_expansion_colonization_fever_delayed:0 "000Colonization fever seems to have gripped the populace. Their enthusiasm and patriotic fervor grows for every new world claimed by our colonists."
 tr_expansion_a_new_life:0 "000A New Life"
 tr_expansion_a_new_life_desc:1 "000£pops  Pop §Y$MOD_POP_GROWTH_SPEED$§! increased by §G+10%§! and §Y$MOD_PLANET_COLONY_DEVELOPMENT_SPEED_MULT$§! increased by §G+50%§!."
 tr_expansion_a_new_life_delayed:0 "000A new life awaits our citizens in the off-world colonies. A chance to begin again in a golden land of opportunity and adventure! With the help of an aggressive marketing campaign, the less fortunate  elements of our society will be flocking to our colony ships."
#tr_expansion_standardized_colony_ships: "Standardized Colony Ships"
#tr_expansion_standardized_colony_ships_desc: "Immediately give you a free §Y$colonizer$§!. In addition, §Y$shipsize_colonizer_construction_speed_mult$§! is increased by §G+100%§!."
#tr_expansion_standardized_colony_ships_delayed: "Simplified designs and less expensive materials allow us to mass-produce colony ships on a hitherto unseen scale. Our colonists may not enjoy as many creature comforts during transport to their new homes, but these ships will still get them where they're going."
 tr_expansion_courier_network:0 "000Courier Network"
 tr_expansion_courier_network_desc:0 "000The effect on increased §Y$TRADITION_COST$§! caused by number of colonies is reduced by §G-33%§!."
 tr_expansion_courier_network_delayed:0 "000A network of small courier vessels is a reliable alternative for transporting VIPs or delivering messages that can't be trusted to FTL communications. This will tie our far-flung colonies more closely together."
 tr_expansion_reach_for_the_stars:0 "000Reach for the Stars"
 tr_expansion_reach_for_the_stars_desc:0 "000For the purpose of colonizing and building §YFrontier Outposts§!, systems count as being half the regular distance away."
 tr_expansion_reach_for_the_stars_delayed:0 "000The frontiers of our star nation are being pushed ever forwards. Soon, nothing in this galaxy will lie beyond our grasp..."
 tr_expansion_galactic_ambition:0 "000Galactic Ambition"
 tr_expansion_galactic_ambition_desc:1 "000§Y$shipsize_outpost_station_upkeep_mult$§! reduced by §G-50%§!."
 tr_expansion_galactic_ambition_delayed:0 "000The banner of our great empire will one day be as common as hydrogen throughout the galaxy."
 tr_expansion_finish:0 "000Expansion Traditions Finished"
 tr_expansion_finish_effect:0 "000§E$TRADITIONS_FINISH$:§!\nAdopting all $tr_expansion_adopt$ increases our §Y$MOD_COUNTRY_CORE_SECTOR_SYSTEM_CAP$§! by §Y2§!."
Most entries start of with 000, but a few of the _desc does not.

I've also tried various namings of the file. Keeping the original name, adding zzz_ in the beginning, adding 000_ in the beginning.

At this stage I have no idea what is happening. I still can't change everything, and it is not like I want my entries to start with "000" either. It feels like this should be a simle(ish) thing to do, but now it feels just messed up. I've tried to change the numbers in the middle (between : and ", usually a 0), but they seem to have no effect. I've tried both all -1, all 2 and all 100.

(Someone please help)
 
Last edited:

Sayonaki Tatsu

Sergeant
107 Badges
May 26, 2016
54
0
  • Cities: Skylines Deluxe Edition
  • Stellaris: Galaxy Edition
  • Victoria 2: A House Divided
  • Europa Universalis IV
  • Crusader Kings II
  • Cities in Motion 2
  • Cities in Motion
  • Majesty 2
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Tyranny - Bastards Wound
  • Europa Universalis 4: Emperor
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Imperator: Rome - Magna Graecia
  • Hearts of Iron IV: Cadet
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris: Galaxy Edition
  • Surviving Mars
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Ancient Relics
Is there a way to make random_list dynamic?
For example, there's a mechanic I want to implement - annexation of primitives without actual land invasion via special project for which a fleet enters orbit and intimidates primitives into submission. I want it to work differently (and randomly) depending on how developed are primitives in comparison with fleet power. Is there a way to put some kind of variable instead of a number or block an option with limit or trigger?
For now the only idea I have is quite dangerous in terms of potential fall into infinite loop.

Code:
    set_planet_flag = is_intimidated
    while = {
        limit = {
            has_planet_flag = is_intimidated
        }
        random_list = {
            25 = {
                if = {
                    limit = {
                        [whatever]
                    }
                    remove_planet_flag = is_intimidated
                }
            }
            25 = {
                if = {
                    limit = {
                        [whatever]
                    }
                    remove_planet_flag = is_intimidated
                }
            }
            25 = {
                    remove_planet_flag = is_intimidated
                }
            }
        }
    }
- something like this. I think, I could work with that regardless, but wondering if there is a better way.
 

ViolentBeetle

Colonel
40 Badges
Mar 2, 2017
989
0
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Reapers Due
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Tyranny: Archon Edition
  • Stellaris: Federations
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Victoria 2
  • Europa Universalis IV
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Art of War
Hey, is it possible to set planet's orbit from the sun rather then previously spawned or count it backwards?

I don't think example is clear on it and it makes mixing random number of planets with asteroid belt with actual asteroids problematic.
 

Risa

Lt. General
92 Badges
Mar 2, 2005
1.242
278
  • Semper Fi
  • Europa Universalis III Complete
  • Knights of Pen and Paper +1 Edition
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Penumbra - Black Plague
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Heir to the Throne
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Surviving Mars: First Colony Edition
  • Europa Universalis III
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • East India Company Collection
  • Arsenal of Democracy
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
is it possible to set planet's orbit from the sun rather then previously spawned
I think the answer is no. That's why vanilla initializer basic_init_04 define asteroids first, then move orbit back to define random planets inside the asteroid belt.
 

Vitruvian Guar

Major
11 Badges
Apr 12, 2017
601
1
  • Stellaris: Synthetic Dawn
  • Cities: Skylines
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
Guys I'm trying to make an event that occurs on a habitable planet during colonisation.

So I found out that I need to create my own On_Action file

Code:
on_colonization_started = {
    events = {
        colony.242
    }
}

The event code is like this

Code:
planet_event = {
    id = colony.242
    hide_window = yes

    is_triggered_only = yes
    fire_only_once = yes
    
    immediate = {
        planet_event = { id = colony.243 days = 30 }
    }
 
}

As far as I understand, that should trigger the event on the first colonisation attempt of any planet. However, that doesn't seem to be happening. Is there some problem with on_action?