Quick Questions Thread

Quick Questions Thread

  • Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

Rodmar18

Lt. General
8 Badges
Sep 19, 2018
1.441
164
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Humanoids Species Pack
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
Not answering your question, but there're tons of mods on Steam workshop that add new army types and/or change their icons, these could be a source for inspiration. Especially, there's the MVG Extended Army mod that fo nothing but split the initial Assault Army into a few subtypes for more diversity, and it is easily customisable.
 

Werety

Sergeant
48 Badges
Nov 1, 2016
77
4
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • 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
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • 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: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Art of War
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Stellaris: Federations
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Stellaris: Synthetic Dawn
Not answering your question, but there're tons of mods on Steam workshop that add new army types and/or change their icons, these could be a source for inspiration. Especially, there's the MVG Extended Army mod that fo nothing but split the initial Assault Army into a few subtypes for more diversity, and it is easily customisable.
Yes, I see this mod some weeks ago, thats part of my references or inspiration, but I want to make some different, unique units for ethics and traits not general new units for all the factions of the game. I think the planetary invasions have poor content or fun in this game, I want to change a little this feel.
 

Shirasik

Decentralized Hive Mind
19 Badges
Jun 28, 2016
1.035
226
  • Stellaris: Galaxy Edition
  • Warlock: Master of the Arcane
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
Is it possible to create mod(s) that will:
1) save extra research point that wasn't needed to finish a tech. Example: empire produces 4999 points of research, starts to research some tech that costs 5000, finishes research in two months with 4998 research points overhead. Is it possible to save overhead in either way?
2) allow to auto-pick cheapest tech via policy? Can be usable in lategame, when all research came down to pick-alternative-techs-tier-by-tier routine.
 

Kitana'Klan

Recruit
55 Badges
Jul 10, 2016
5
0
  • Arsenal of Democracy
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Res Publica
  • 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
  • Europa Universalis IV: Dharma
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars
  • Stellaris: Federations
  • BATTLETECH
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines - Natural Disasters
  • Surviving Mars: First Colony Edition
  • Prison Architect: Psych Ward
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV
  • War of the Roses
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Island Bound
  • Stellaris
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Commander: Conquest of the Americas
hi, if a friend want to work with me on a mod....how this work? hed copied all files in his mod ordner and rewrite the path in the descriptor and the modname.mod file. but the launcher dont accept it.

how can he work with the mod, and upload it to the workshop too?
 

shinooni

Recruit
24 Badges
Aug 21, 2016
6
0
  • Magicka
  • Sword of the Stars
  • Sword of the Stars II
  • Cities in Motion 2
  • BATTLETECH
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Lead and Gold
Hi,
Just need to know how to retrieve an empire name and how do you check if it matches a specific list of names. (im assuming its is with an if statement but unsure as to how that translate in stellaris)?
Thanks in advance
 

Tetranet

Recruit
Feb 7, 2021
7
0
Could someone please tell me what I have to change in this event code in order to make the chance to steal Relics 100%?

### RELIC THEFT

# Relic Acquired (HIDDEN)
country_event = {
id = ancrel.6499
hide_window = yes

is_triggered_only = yes

trigger = {
From = {
is_country_type = default
num_owned_relics > 0
}
FromFrom = { is_capital = yes }
any_war = {
any_attacker = { is_same_value = root }
any_defender = { is_same_value = prev }
NOT = {
using_war_goal = {
type = wg_take_galatron
owner = attacker
}
}
}
}

immediate = {
FromFrom = { save_event_target_as = planet }
From = { save_event_target_as = victim }
random_list = {
100 = {}
10 = {
modifier = {
factor = 1.5
has_valid_civic = civic_barbaric_despoilers
}
country_event = { id = ancrel.6500 }
}
}
}
}

# Relic Acquired
country_event = {
id = ancrel.6500
title = "ancrel.6500.name"
desc = "ancrel.6500.desc"
picture = GFX_evt_victorious_army
show_sound = event_ground_battle
location = event_target:planet

is_triggered_only = yes

immediate = {
steal_relic = {
target = event_target:victim
relic = random
}
}

option = {
name = ancrel.6500.a
custom_tooltip = stole_relic
hidden_effect = {
event_target:victim = {
country_event = { id = ancrel.6505 }
}
}
}
}

# Relic Lost
country_event = {
id = ancrel.6505
title = "ancrel.6505.name"
desc = "ancrel.6505.desc"
picture = GFX_evt_ground_combat
show_sound = event_ground_battle
location = event_target:planet

is_triggered_only = yes

option = {
name = ancrel.6505.a
custom_tooltip = relic_lost
}
}

I have tried changing the random list values and the factor value to no avail. When I am testing, nothing happens on opponent capital occupation or conquest. I tested with a fresh game with a barbaric despoilers empire too. No combination of value changes seems to work.

random_list = {
100 = {}
10 = {
modifier = {
factor = 1.5
has_valid_civic = civic_barbaric_despoilers

The event ancrel.6499 is listed in the 00_on_actions file too. I'm clueless on what goes wrong.

# Triggers country_event for the attacker upon victory
# (Before controller is switched)
# This = country, leader attacker
# From = country, planet owner
# FromFrom = planet
# IDENTITIES: attacker is the side that "IsHostile" to
# the planet controller; e.g. spawned monster armies
# are attackers, but if they win and the player attempts
# to retake the planet, the player is the attacker
on_planet_attackers_win = {
events = {
colony.114
crisis.201
crisis.219
action.8
action.14
colony.158
#crisis.2400
action.51
factions.12
crisis.2041
crisis.2042
crisis.2045
marauder.503
marauder.515
distar.37
distar.81
distar.235
graygoo.150
unrest.171
distar.5077
ancrel.2068
ancrel.6499
ancrel.4064
}
}



Thank you.
 
Last edited:

Rodmar18

Lt. General
8 Badges
Sep 19, 2018
1.441
164
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Humanoids Species Pack
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
If I read the wiki page correctly, ancrel.6500 country event has 9.1% chance to be drawn each time ancrel.6499 is triggered when a capital world is occupied. The odds rise up to 13% in case of Barbaric Despoilers. Were you expecting higher chances, perhaps?



@shinooni : AFAIK, only full empire names can be retrieved, not their main component ('Empire', 'Union', 'Autocracy', etc), except if you know a text processing command, in which case I would be interested.
 
Last edited:

Tetranet

Recruit
Feb 7, 2021
7
0
Hi, thanks for your reply.

I can't find mention of the ancrel6500 event in that wiki page. Could you please be more specific?

The code in ancient_relics_events_04 for ancrel6500 does not describe a 9.1% chance to trigger, it merely requires ancrel6499 to be triggered, which is the one with the supposed 10% chance. You can check the vanilla code in the above post inside the spoilers.
 

Rodmar18

Lt. General
8 Badges
Sep 19, 2018
1.441
164
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Humanoids Species Pack
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
I referred to the wiki page only to recall what seems to be the syntax for the random_list = {} effect.
You are right, it's not the code for ancrel.6500 that determines the chances to get the relic, it's the code for ancrel.6499.

As I understand the scripts above, and the Wiki page, ancrel.6499 event will call ancrel.6500 event, based on a random draw:
Code:
immediate = {
    FromFrom = { save_event_target_as = planet }
    From = { save_event_target_as = victim }
    random_list = {
        100 = {}
        10 = {
            modifier = {
                factor = 1.5
                has_valid_civic = civic_barbaric_despoilers
            }
           country_event = { id = ancrel.6500 }
        }
    }
}
That should read as follows:
  • Immediate effect is to draw a random effect from a two effects list: a null effect and a country event;
  • in general case, it'll throw dice with 100/110 chance to no result, and 10/110 chance to launch ancrel.6500, where 110 is the sum of the two weights in the random list;
  • in case of Barbaric Despoilers, the 10 weight is to be factored by 1.5, hence new chances: 100/115 to no result, and 15/115 for ancrel.6500;
 

Tetranet

Recruit
Feb 7, 2021
7
0
That should read as follows:
  • Immediate effect is to draw a random effect from a two effects list: a null effect and a country event;
  • in general case, it'll throw dice with 100/110 chance to no result, and 10/110 chance to launch ancrel.6500, where 110 is the sum of the two weights in the random list;
  • in case of Barbaric Despoilers, the 10 weight is to be factored by 1.5, hence new chances: 100/115 to no result, and 15/115 for ancrel.6500;
Thank you very much!

This should mean that the code below should trigger ancrel.6500 regardless of the dice outcome, however when I try it in-game nothing happens. What am I doing wrong? Is it my syntax?

Code:
immediate = {
        FromFrom = { save_event_target_as = planet }
        From = { save_event_target_as = victim }
        random_list = {
            100 = { country_event = { id = ancrel.6500 } }
            10 = {
                modifier = {
                    factor = 1.5
                    has_valid_civic = civic_barbaric_despoilers
                }
                country_event = { id = ancrel.6500 }
            }
        }
    }
}
 
Last edited:

Rodmar18

Lt. General
8 Badges
Sep 19, 2018
1.441
164
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Humanoids Species Pack
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
Yes, this should be correct, but there's a curved bracket too many. You could also have simply reduced the 100 weight to say 1 for a 91% chance (94%). Then increase the second weight to go closer to 99%. It's kind of dumb to use the random list if you don't want any randomness: in this case, just place 'country_event = { id = ancrel.6500}' after the 'From = {...}' line, and basta. To comment out a line you don't want to erase, put a '#' anywhere before the commented part.
 

Tetranet

Recruit
Feb 7, 2021
7
0
I've tried it all already, manipulating the values in the random list was among the first experiments actually. There could be something wrong with my test methodology but I can't think of anything at all.


If anyone has gotten the relic steal events to work I'd love to know how.
 
Last edited:

Haliphas

Sergeant
64 Badges
Jul 23, 2013
54
7
  • Crusader Kings II: Charlemagne
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Cradle of Civilization
  • BATTLETECH
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
So, I would love to make a personal mod that stops the game from auto-transplanting pops to newly conquered planets as a fanatic purifier, at least for the player.

I understand the purpose of it and can see why it's necessary for the ai, but as, you know, a human, it's something I'm capable of taking care of myself. It drives me batty when I have to look through my planets every time I conquer a new one and repair buildings because they lost the necessary population.

Does anyone know which file(s) I would need to edit? I poked around a bit, but couldn't find it.
 

mial42

Captain
15 Badges
Sep 28, 2020
407
709
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Horse Lords
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
So, I would love to make a personal mod that stops the game from auto-transplanting pops to newly conquered planets as a fanatic purifier, at least for the player.

I understand the purpose of it and can see why it's necessary for the ai, but as, you know, a human, it's something I'm capable of taking care of myself. It drives me batty when I have to look through my planets every time I conquer a new one and repair buildings because they lost the necessary population.

Does anyone know which file(s) I would need to edit? I poked around a bit, but couldn't find it.
You want to edit policies, specifically, the land appropriation policy. You can find this in 00_policies, but you don't need to overwrite the whole file, just the policy you want (LIOS). Although can't purifiers already use that policy? I thought only gestalts were stuck with it.
 
  • 1
Reactions:

Haliphas

Sergeant
64 Badges
Jul 23, 2013
54
7
  • Crusader Kings II: Charlemagne
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Cradle of Civilization
  • BATTLETECH
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
You want to edit policies, specifically, the land appropriation policy. You can find this in 00_policies, but you don't need to overwrite the whole file, just the policy you want (LIOS). Although can't purifiers already use that policy? I thought only gestalts were stuck with it.
Lol, I didn't think that there was an in-game fix for it! I feel dumb. Thanks anyway.
 

17blue17

Field Marshal
67 Badges
Nov 9, 2003
6.175
256
Visit site
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • 500k Club
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Conquest of Paradise
  • 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
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis III Complete
  • Leviathan: Warships
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 2: A House Divided
Ship designer window

how can I mod the lower utility/shield/armor section to make it wider so they do not overlap? I have edited the ship designs to allow more utilities / shields etc and it works but the boxes at the bottom for bow, mid, stearn overlap. I guess I need to modify a file in interface like ship_designer.gui but I don't know what to change.

thanks

EDIT: The UI Overhaul Dynamic mod seems to fix this.
 
Last edited:

TheOutcastVirus

Private
Jan 14, 2021
15
42
prerequisites = {
"osom_tech_speleology_1"
}
Example from #MODJAM 2020

Is the prerequisites section needed for a building? I want to make a building without the need to unlock a tech.
 

17blue17

Field Marshal
67 Badges
Nov 9, 2003
6.175
256
Visit site
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • 500k Club
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Conquest of Paradise
  • 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
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis III Complete
  • Leviathan: Warships
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 2: A House Divided
Is it possible to have an event build a gateway? Or is it possible to combine two megastructures in one megastructure file to build a gateway automatically after the other megastructure is built?

I understand how the basic megastructure files work and they are all working in my mod. I am simply trying to automate things. For example every time I finish building a ringworld I build a gateway. Same for after building a starbase I build a gateway if the system meets the requirements for a gateway.

After a while it is a lot of finding an clicking which is not so bad except during a war.



thank you
 
Last edited:
  • 1
Reactions:

17blue17

Field Marshal
67 Badges
Nov 9, 2003
6.175
256
Visit site
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • 500k Club
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Conquest of Paradise
  • 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
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis III Complete
  • Leviathan: Warships
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 2: A House Divided
is_neighbor_of =

it seems the above trigger is true if both have gateways. Is there some way to exclude gateways - ie actual border?

:(
 
Last edited: