• 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.

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
As far as I understand, that should trigger the event on the first colonisation attempt of any planet.
It should fire at the first colonization attempt on the first planet, and nowhere else. fire_only_once is per game, not per planet.
 

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
It should fire at the first colonization attempt on the first planet, and nowhere else. fire_only_once is per game, not per planet.

Yeah I know, but the problem is that it doesn't work at all. When I try to colonise a planet nothing happens. I can activate the event through console though.
 

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
Yeah I know, but the problem is that it doesn't work at all. When I try to colonise a planet nothing happens. I can activate the event through console though.
Are you sure you are the first one to colonize? No AI beats you?
 

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
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"

No idea what's up with anything else in your post but I wanted to sorta echo your curiosity here. It relates somehow to the YAML format that localization uses. But when I looked into this, I couldn't find anything in the definition of the language that explains it. As far as I could understand, a ":" establishes a key-value pair called a "scalar." You can scroll down to "Scalar" here to see. The average Stellaris localization scheme works sorta like this:

Code:
 something:0 "Something"

But, I looked into the official specifications for YAML and could not find anything indicating what the function of "0" here is before the string.* I suspect it relates in some way to the fact that the "l_whatever:" at the top of the file establishes that everything else in the file is part of some more complex mapping.

*And then there are some strings that have a "1" instead and those really confuse me.
 

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 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?

Maybe use a modifier:

Code:
            random_list = {
                # AI Uprising
                10 = {
                    modifier = {
                        count_owned_pops = {
                            limit = { pop_has_trait = trait_robotic_3 }
                            count > 5
                        }
                        factor = 1.50
                    }
                    modifier = {
                        count_owned_pops = {
                            limit = { pop_has_trait = trait_robotic_3 }
                            count > 10
                        }
                        factor = 1.80
                    }
                    modifier = {
                        count_owned_pops = {
                            limit = { pop_has_trait = trait_robotic_3 }
                            count > 15
                        }
                        factor = 2.00
                    }
                    country_event = { id = crisis.2000 }
                }
                # Servant AI Perfected
                90 = {
                    modifier = {
                        count_owned_pops = {
                            limit = { pop_has_trait = trait_robotic_3 }
                            count > 5
                        }
                        factor = 0.80
                    }
                    modifier = {
                        count_owned_pops = {
                            limit = { pop_has_trait = trait_robotic_3 }
                            count > 10
                        }
                        factor = 0.60
                    }
                    modifier = {
                        count_owned_pops = {
                            limit = { pop_has_trait = trait_robotic_3 }
                            count > 15
                        }
                        factor = 0.40
                    }
                    country_event = { id = crisis.2192 }
                }
            }
 

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
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?

The line of code, orbital_deposit_tile & add_deposit might give me some ideas.
 

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)


Ok, next morning, I'm looking at things again and things are not working, whatever I thought for a minute last night. Removing those small numbers don't seem to have any effect. Back on square one.
 

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
The line of code, orbital_deposit_tile & add_deposit might give me some ideas.

No Luck on my end.

Does anyone else know how to increase output for inhabitable planets and asteroid, similar to this edict below?

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     
    }
}
 

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
No Luck on my end.

Does anyone else know how to increase output for inhabitable planets and asteroid, similar to this edict below?

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 am assuming just changing the values in the 00_deposits.txt won't do for you, right?

Another idea I had regarding this, is to look into the mechanics of assist research (which should be found in the fleet orders file). haven't tried it yet, though.
 

Weedes

First Lieutenant
30 Badges
Feb 11, 2017
253
7
  • Stellaris: Synthetic Dawn
  • 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
  • Europa Universalis IV: Pre-order
  • Crusader Kings III: Royal Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
Factor reduction modifiers for MTTH/etc:

Code:
       modifier = {
           factor = 0.8
           owner = {
               OR = {
                   has_ethic = ethic_fanatic_xenophile
                   has_ethic = ethic_fanatic_pacifist           
               }
           }
       }   
       modifier = {
           factor = 0.8
           owner = {
               OR = {
                   has_ethic = ethic_xenophile
                   has_ethic = ethic_pacifist       
               }
           }
       }   
       modifier = {   #
           factor = 0.8
           owner = {
               any_war = {   #They are the attackers and war is going badly
                   any_attacker = {
                       is_same_empire = ROOT        
                       off_war_score_sum < -20                   
                   }
               }   
           }
       }
What is the formula exactly, is it a 20% reduction of 100 equals 80 and then another 20% reduction equals 64 or is at that point a 40% reduction of 100 for a total of 60?

I always assumed it was the latter in EU4, but I notice in Stellaris a lot of vanilla events have in excess of 100% reduction that can easily be met at a single moment which makes me expect the former to be true.
 

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
What is the formula exactly, is it a 20% reduction of 100 equals 80 and then another 20% reduction equals 64 or is at that point a 40% reduction of 100 for a total of 60?

I always assumed it was the latter in EU4, but I notice in Stellaris a lot of vanilla events have in excess of 100% reduction that can easily be met at a single moment which makes me expect the former to be true.
The former.
 

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
I am assuming just changing the values in the 00_deposits.txt won't do for you, right?

Another idea I had regarding this, is to look into the mechanics of assist research (which should be found in the fleet orders file). haven't tried it yet, though.

Can't find it.
 

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
What is the correct syntax for condition checking species rights? That is to say for example, their citizenship level. The wiki does not seem to have the information.
it depends. Here's part of the game's trigger dump.
Code:
has_citizenship_type - Checks if a species/pop/leader has a particular citizenship type in their country
has_citizenship_type = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none

has_population_control - Checks if the pop is prevented from reproducing
has_population_control = yes
Supported Scopes: pop
Supported Targets: ???

has_migration_control - Checks if the pop is prevented from migrating
has_migration_control = yes
Supported Scopes: pop
Supported Targets: ???

has_military_service_type - Checks if a species/pop/leader has a particular military service type in their country
has_military_service_type = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none

has_purge_type - Checks if a species/pop/leader has a particular purge type in their country
has_purge_type = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none

has_slavery_type - Checks if a species/pop/leader has a particular slavery type in their country
has_slavery_type = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none