It is possible to create the building which after construction generates an event?
I want to create the building which adds one place on the planet.
I want to create the building which adds one place on the planet.
It is possible to create the building which after construction generates an event?
I want to create the building which adds one place on the planet.
Thanks, but they won't be useful for what I tried to do. I wanted to create a policy that would disallow migrations between sectors. For what I can see we can select which POPs are allowed to migrate, but not their migration target. Thanks, anyway.Modifiers that I've found for migration:
planet_migration_all_pull = 1
planet_migration_xeno_pull = 1
pop_migration_time = -0.5
Thanks, but they won't be useful for what I tried to do. I wanted to create a policy that would disallow migrations between sectors. For what I can see we can select which POPs are allowed to migrate, but not their migration target. Thanks, anyway.
Where would I find the general rules governing Ethics divergence for POPs?
I don't want to disallow migration completely. I still want POPs to move between planets, but without moving out of the sector.Couldn't you just disallow migration as a policy then? 0_o
I want the leader to always be male and have iterations of the same name (i.e Augustus I, II, III, etc), let's say it's a clone. Is that possible?
http://www.stellariswiki.com/Triggers
Check those to see if you can find a suitable trigger for such a thing.
building_lillgrinn_land_center = {
base_buildtime = 100
cost = {
minerals = 200
}
produced_resources = {
}
upgrades = {
building_lillgrinn_land_center
}
prerequisites = {
"tech_terrestrial_sculpting"
}
allow = {
custom_tooltip = {
text = "requires_building_capital_1"
planet = {
OR = {
has_building = "building_capital_1"
has_building = "building_capital_2"
has_building = "building_capital_3"
}
NOT = {
planet_size = 25
}
}
}
}
}
When writing a system initializer, how do we specify a planet's resources? Not on tiles, mind you, but rather, something that you can mine from orbit. I'm assuming we just add it to a random tile or something, which I can do, but I'd like to be able to specify how many orbital resources that creates. I have noticed that you don't get all the minerals or energy credits from on tiles if you do orbital work. Is it a pre-set value/percentage of the majority resource on the surface or something?
Trying to make a custom policy for roleplay reasons that bars a specific sex from leadership roles, but I have no idea how I would do this at all, can any one help?
Ok. I find this:
Trigger: has_building.
Desc: Checks if a planet or tile has a building.
Scopes: Planet.
I make this building:
How i can add effect: change_planet_size?Code:building_lillgrinn_land_center = { base_buildtime = 100 cost = { minerals = 200 } produced_resources = { } upgrades = { building_lillgrinn_land_center } prerequisites = { "tech_terrestrial_sculpting" } allow = { custom_tooltip = { text = "requires_building_capital_1" planet = { OR = { has_building = "building_capital_1" has_building = "building_capital_2" has_building = "building_capital_3" } NOT = { planet_size = 25 } } } } }
Hmm, I think i understand. So, we do this under planet = { } instead of planet = { random_tile = {} }, i take it?add_resource = {
resource = minerals/energy etc
amount = value
}
That gives the planet the resource (tiles not needed) Also you shouldn't get tile resources from orbital stations. I think you only get the resources the planet itself has. You need to colonize for tile resources.
But if i want add only one tile? I don't want expand planet to maximum size for one building.Try this maybe?
planet_modifier = {
planet_size = value
}
Hmm, I think i understand. So, we do this under planet = { } instead of planet = { random_tile = {} }, i take it?
But if i want add only one tile? I don't want expand planet to maximum size for one building.
I would like to leave the male pops, just bar them from leadership roles, like robots or xenos with there respective policies, but I will use this as a backup if no one knows if you can, thanksies.
This isn't true, the checksum can be the same, but Achievements won't fire.If the checksum change with the mod activated, you won't have achievements, but you can still play ironman.