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dailydose

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Is there a way to set a second, or even a 3rd species as a founder species for your empire? I'm modding a different version of syncratic evolution and wwant to ensure the AI can't possibly set their citizenship as anything but full citizen without going xenophile.
 

Mitchz95

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Can someone help me understand why my game (and error log) thinks these two events are "invalid"?

And yes, the file has "namespace = mzilli_supernova" at the top.

Code:
event = {
   id = mzilli_supernova.26
   title = OK
   desc = OK
   hide_window = yes
   is_triggered_only = yes

   trigger = {
       any_system = {
           any_system_planet = {
               is_planet_class = pc_black_hole
               has_modifier = mzilli_imminent_supernova
           }
       }
   }

   immediate = {
       random_planet = {
           limit = {
               is_planet_class = pc_black_hole
               has_modifier = mzilli_imminent_supernova
           }
           remove_modifier = mzilli_imminent_supernova
           solar_system = {
               every_system_planet = {
                   if = {
                       limit = { has_modifier = mzilli_supernova_threat }
                       remove_modifier = mzilli_supernova_threat
                   }
                   if = {
                       limit = { has_modifier = mzilli_supernova_panic }
                       remove_modifier = mzilli_supernova_panic
                   }
                   if = {
                       limit = { has_modifier = mzilli_dying_world }
                       remove_modifier = mzilli_dying_world
                   }
               }
           }
       }
   }
}
Code:
ship_event = {
   id = mzilli_supernova.24
   title = OK
   desc = OK
   hide_window = yes
   is_triggered_only = yes

   trigger = {
       owner = { NOT = { has_country_flag = found_nova } }
       FROM = { has_star_flag = mzilli_supernova_system_episodic }
   }

   immediate = {
       set_global_flag = found_nova_1
       owner = {
           set_country_flag = found_nova_2
           country_event = { id = "mzilli_supernova.25" }
       }
   }
}
 

Pete__

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Hi all,

New(ish) to Stellaris and to modding for Paradox games. I've created a new building and it appears in game (good start) but I'm trying to affect crime based on the number of pop on a planet. For example increase crime by 0.1 per pop, so if a planet has 10 pop it increase crime by 1,with 20 pop by 2 etc. I couldn't get this working. So tried something a bit more simple and tried to make the building produce 1 energy per pop with:
produces = {
energy = 1 * num_pop
}
(num_pop might be pop_num, writing this on my phone from memory)
But this makes my building only produce 1 energy regardless of the planet pop (planet with pop 10 should produce 10)

Does anyone know what I need to change?
Thanks in advance!
 

dailydose

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Can someone help me understand why my game (and error log) thinks these two events are "invalid"?

Dunno if this will work, but try this.

Code:
event = {
   id = mzilli_supernova.26
   title = OK
   desc = OK
   hide_window = yes
   is_triggered_only = yes

   trigger = {
       any_system = {
           any_system_planet = {
               is_planet_class = pc_black_hole
               has_modifier = mzilli_imminent_supernova
           }
       }
   }

   immediate = {
           solar_system = {
               every_system_planet = {
                       remove_modifier = mzilli_imminent_supernova
                       remove_modifier = mzilli_supernova_threat
                       remove_modifier = mzilli_supernova_panic
                       remove_modifier = mzilli_dying_world
                   }
               }
           }
}
Code:
ship_event = {
   id = mzilli_supernova.24
   title = OK
   desc = OK
   hide_window = yes
   is_triggered_only = yes

   trigger = {
       owner = { NOT = { has_country_flag = found_nova } }
       FROM.any_system_planet = { has_star_flag = mzilli_supernova_system_episodic }
   }

   immediate = {
       set_global_flag = found_nova_1
       owner = {
           set_country_flag = found_nova_2
           country_event = { id = "mzilli_supernova.25" }
       }
   }
}
 

Mitchz95

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Dunno if this will work, but try this.

Code:
event = {
   id = mzilli_supernova.26
   title = OK
   desc = OK
   hide_window = yes
   is_triggered_only = yes

   trigger = {
       any_system = {
           any_system_planet = {
               is_planet_class = pc_black_hole
               has_modifier = mzilli_imminent_supernova
           }
       }
   }

   immediate = {
           solar_system = {
               every_system_planet = {
                       remove_modifier = mzilli_imminent_supernova
                       remove_modifier = mzilli_supernova_threat
                       remove_modifier = mzilli_supernova_panic
                       remove_modifier = mzilli_dying_world
                   }
               }
           }
}
Code:
ship_event = {
   id = mzilli_supernova.24
   title = OK
   desc = OK
   hide_window = yes
   is_triggered_only = yes

   trigger = {
       owner = { NOT = { has_country_flag = found_nova } }
       FROM.any_system_planet = { has_star_flag = mzilli_supernova_system_episodic }
   }

   immediate = {
       set_global_flag = found_nova_1
       owner = {
           set_country_flag = found_nova_2
           country_event = { id = "mzilli_supernova.25" }
       }
   }
}

Thanks, but it still says they're invalid.
 

Pete__

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Hi all,

New(ish) to Stellaris and to modding for Paradox games. I've created a new building and it appears in game (good start) but I'm trying to affect crime based on the number of pop on a planet. For example increase crime by 0.1 per pop, so if a planet has 10 pop it increase crime by 1,with 20 pop by 2 etc. I couldn't get this working. So tried something a bit more simple and tried to make the building produce 1 energy per pop with:
produces = {
energy = 1 * num_pop
}
(num_pop might be pop_num, writing this on my phone from memory)
But this makes my building only produce 1 energy regardless of the planet pop (planet with pop 10 should produce 10)

Does anyone know what I need to change?
Thanks in advance!

So I found reference to planet_num_pops, but this also does not work :(

Edit: so planet_num_pops is blank in the defines file. But in the 00_capital_buildings file the planetary administration building has
allow = {
num_pops >= 10
}

So it looks like my initial attempt should have worked. Can anyone help?
 
Last edited:

17blue17

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How do you make Mars and Venus existing owned planets by humans like Earth at Game Start?


I have played around with common\solar_system_initializers\special_system_initializers.txt # Sol System (Commonwealth of Man SP) section and I can make the planets continental and I can create districts but I can not generate pops or ownership. I have looked at some other mods like Star Trek:New Horizons but when I use their code it does not work for me to generate pops or give ownership.
 

Mitchz95

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How do you make Mars and Venus existing owned planets by humans like Earth at Game Start?


I have played around with common\solar_system_initializers\special_system_initializers.txt # Sol System (Commonwealth of Man SP) section and I can make the planets continental and I can create districts but I can not generate pops or ownership. I have looked at some other mods like Star Trek:New Horizons but when I use their code it does not work for me to generate pops or give ownership.

My Settled Solar Systems mod does this, only with Luna instead of Venus. You're welcome to pick through my code and reverse-engineer it for your own ends. :)
 

Omniscient

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So I found reference to planet_num_pops, but this also does not work :(

Edit: so planet_num_pops is blank in the defines file. But in the 00_capital_buildings file the planetary administration building has
allow = {
num_pops >= 10
}

So it looks like my initial attempt should have worked. Can anyone help?

1) You can't do arithmetic the way you want to
2) num_pops is not a variable that stores the number of pops, it is part of a condition that checks if the number of pops in a scope is above or below a certain value
3) To do things on a per-pop basis the way you want, you will probably need to edit the pop_category files
 

Pete__

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1) You can't do arithmetic the way you want to
2) num_pops is not a variable that stores the number of pops, it is part of a condition that checks if the number of pops in a scope is above or below a certain value
3) To do things on a per-pop basis the way you want, you will probably need to edit the pop_category files

Thanks for the tips. I had discovered that arithmetic is done differently when I read the variables section of the modding wiki.
I'll take a look at the files when I get the chance (probably Friday?)

I've read about endgame performance issues when stellaris has to do a lot of pop job/unemployment checks. If I'm doing more calculations based on the of pops a planet has, will this make it even worse?
 

Isilanka

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Hey there, quick question.
I would like to add a Lithoid civic to my mod (Interplanetary Agriculture) but I don't have the Lithoid DLC and don't plan to get it, so I can't reverse-engineer it. Could anyone tell me how the game restricts lithoid civics to, well, lithoids? Lithoids aren't an authority and, as far as I know, civics can't accept "is_empire_type" as a condition...
 

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Hey there, quick question.
I would like to add a Lithoid civic to my mod (Interplanetary Agriculture) but I don't have the Lithoid DLC and don't plan to get it, so I can't reverse-engineer it. Could anyone tell me how the game restricts lithoid civics to, well, lithoids? Lithoids aren't an authority and, as far as I know, civics can't accept "is_empire_type" as a condition...
Look at the devouring swarm civic for code, but beware that you can only change the name and tooltip. This is ok for civics whose effects are outside the civic files, like agrarian idyll, but not for most civics.
 

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Look at the devouring swarm civic for code, but beware that you can only change the name and tooltip. This is ok for civics whose effects are outside the civic files, like agrarian idyll, but not for most civics.

Thanks! So if I understand correctly, it's impossible to make real custom civics for lithoids?
 

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Thanks! So if I understand correctly, it's impossible to make real custom civics for lithoids?
Correct, for the most part. It does look like you might be able to create custom origins, though, once Federation hits next year. (Not that will help you now)
 

sdrasmu12

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I know particular systems have modifiers that can effect ship shield regeneration, but can they also be scripted to have economic effects? How can system modifiers be assigned, event only or can we have buildings that apply system rather than planetary modifiers?

I'm interested in having system wide economic effects rather than just planetary and imperial and I'm trying to figure out if that's a possibility.

Also, are jobs that require trade value as an input good possible?
 
Last edited:

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  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV
  • Crusader Kings III
  • Victoria 2
  • Crusader Kings III: Royal Edition
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Federations
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - After Dark
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
Really dumb question: How do I add a thumbnail? I tried doing it by the book and it worked - before the new launcher was introduced. Couldn't add thumbnails in I:R before as well. Makes me feel really stupid.