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17blue17

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Question: Ring World around Dyson Sphere

I modded the megastructure files to allow me to build a Ring World and then after the ring world was done to build a Dyson Sphere in the middle. It worked but the sun still displays instead of the Dyson. Anyone had this happen to them? I see some mods on the workshop and they did nothing special with the graphics so I don't know why it does not display correctly. To be clear I have the ringworld with the sun in the middle and if I click on the star it shows the dyson sphere information box. The only issue is that the Dyson is not replacing the sun on the system display.

Edit: Works fine with a single star. Problem was with a binary but the other mods seem to say it works with a binary???? At this point I added code to the ring world on build complete to change the star to a single star from binary so that when the dyson is built it is a single star.
 
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InkaYupanqui

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Hello all,

I am trying to set up some broadside weapons, that should fire only in a certain angle. For this I defines some cannon in folder component_templates - file myMod_weapons_projectiles.txt (I basically copied the mass_driver-entry for testing)

Code:
weapon_component_template = {
    type = instant
    
    key = "SMALL_MACRO_CANNON_1"
    size = broadSideSmall
    
    icon = "GFX_ship_part_mass_driver_1"
    icon_frame = 1
    
    firing_arc = 10.0
    
    power = -5.00
    damage = { min = 5.00 max = 16.00 }
    hull_damage    = 1.00
    shield_damage = 1.50
    shield_penetration = 0.00
    armor_damage = 0.50
    armor_penetration = 0.00
    windup = { min = 1.00 max = 18.00 }
    total_fire_time = 25.00
    range = 50.00
    accuracy = 0.75
    tracking = 0.5
    
    prerequisites = { "tech_mass_drivers_1" }
    component_set = "MACRO_CANNON_1"
    projectile_gfx = "mass_driver_s"
    tags = { weapon_type_kinetic }
    ai_tags = { weapon_role_anti_shield }
    #upgrades_to = "SMALL_MACRO_CANNON_2"
    resources = {
        category = ship_components
        cost = {
            alloys = @s_t1_cost
        }       
        upkeep = {
            energy = @s_t1_upkeep_energy
            alloys = @s_t1_upkeep_alloys
        }
    }
}


I defined the size as broadSideSmall. I then defined a turret for this size in folder component_slot_templates, file myMod_component_slots_turrets.txt setting the size of the turret to the size defined previously

Code:
broadside_macro_cannon_small = {
    size = broadSideSmall
    component = weapon
    entities = {
    #    weapon_type_explosive = "turret_BS_macro_canon_small_entity"
        weapon_type_kinetic =   "turret_BS_macro_cannon_small_entity"
    #    weapon_type_energy =    "turret_BS_macro_canon_small_entity"
    }
}

Then I added a ship section in folder section_templates referencing the turret:

Code:
    component_slot = {
        name = "SMALL_GUN_01"
        template = "broadside_macro_cannon_small"
        locatorname = "small_gun_01"
    }

Now I would have expected, that in the ship designer, I would only see my new broadside-weapons to be selectable. But this is not the case, I still can select all other small-size weapons if I click on the componen of the ship:


smallWeapons.png



Why does the selection not restrict the weapons to the broadside-type but somehow guesses, that it should be all small weapons? How could I exclude these other weapon-components/sizes?
 

Thirlan

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Having difficulty with a feature of GetName. I have a fairly simple event that is blasted to all other players by another player (Let's call him A) to let the other players know that Player A has done something. In the localization I simple say,

smhm.4.desc_01: "[smhm_handicap_country.GetName] has been given §G$weak_handicap$."

However I have discovered that if Player B has not met Player A Stellaris does some kind of post processing and instead of posting the country name it posts "Unknown" (or something like that).

Is there a way to get around this?

Mitchz95's solution below resolved this.
 
Last edited:

Mitchz95

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Having difficulty with a feature of GetName. I have a fairly simple event that is blasted to all other players by another player (Let's call him A) to let the other players know that Player A has done something. In the localization I simple say,

smhm.4.desc_01: "[smhm_handicap_country.GetName] has been given §G$weak_handicap$."

However I have discovered that if Player B has not met Player A Stellaris does some kind of post processing and instead of posting the country name it posts "Unknown" (or something like that).

Is there a way to get around this?

Use "GetRealName" instead.
 
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17blue17

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Two questions about game notifications:

1) The game speaks that our space station is under attack when actually I am attacking someone else's space station

2) The game speaks that we have lost a space station when actually I as the attacker have conquered a enemy space station

How can I mod these things so they are only talking about my stations and not the enemy stations? Its like some scope is wrong somewhere.
 

SirBlackAxe

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Is there a function to check a planet's trade value? Is there a way to make a planet collect its systems trade value?

Can I give a planet the orbit_modifier = { ship_orbit_upkeep_mult = -0.25 } crew quarters starbase modifier? What about can_orbitable_repair_ships?
 
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17blue17

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common static modifiers

1) in the difficulty section what is a npc? I understand it means non playable country - but what does that include? I thought it might be space creatures plus fallen empires but I am no longer sure fallen empires are included.

2) If I add things like:

ship_weapon_damage = 3
ship_hull_mult = 3
ship_armor_mult = 3
ship_shield_mult = 3

to the difficulty_grand_admiral section they do not seem to have any impact on the ai fleets military power. Is there some reason theses only apply on the start of a new game and changing them during a current game has no impact despite saving and reloading?
 

hjarg

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Hello!

I was wondering if anyone knew where in the save game the pop growth definers are?
I have a savegame from 3.0 and I want to get rid of the annoying pop growth limitations. They should be inside save game since Paradox gave us these pop growth sliders, but for the life of me, I cannot find them. Help?
 

17blue17

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League of Non Aligned

Is there a way to stop certain personality types from joining the league? In diplomatic actions I tried to set them not to join a federation but they join the league anyway.

Edit: I don't know how to stop them from joining but I found a way to kick them out if they do join. Not sure if I got the opinion stuff correct or not.

country_event = { id = stevesubjects.125 hide_window = yes trigger = { has_global_flag = war_in_heaven_started_steve is_ai = yes has_federation = yes OR = { has_ai_personality = peaceful_traders has_ai_personality = federation_builders has_ai_personality = fanatic_befrienders has_ai_personality = spiritual_seekers has_ai_personality = democratic_crusaders has_ai_personality = honorbound_warriors has_ai_personality = erudite_explorers has_ai_personality = harmonious_hierarchy } } immediate = { leave_alliance = { override_requirements = yes } every_country = { limit = { NOT = { is_same_value = root } has_opinion_modifier = { who = root modifier = opinion_non_aligned_league } } remove_opinion_modifier = { who = root modifier = opinion_non_aligned_league } root = { remove_opinion_modifier = { who = prev modifier = opinion_non_aligned_league } } } } }
 
Last edited:

17blue17

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Colossus Neutron Beam

Is there a way to mod it so that it only destroys armies and changes ownership?

Edit: I think I can change the Neutron Beam to do what I want by editing planet_destruction_events.txt id = planet_destruction.300

replace:
destroy_colony = yes add_modifier = { modifier = neutron_bombarded days = 3600 }
with:
if = { limit = { from.owner = { has_ascension_perk = ap_become_the_crisis }} destroy_colony = yes add_modifier = { modifier = neutron_bombarded days = 3600 } } if = { limit = { from.owner = { NOT = { has_ascension_perk = ap_become_the_crisis} OR = { is_ai = no has_ai_personality = decadent_hierarchy has_ai_personality = democratic_crusaders has_ai_personality = erudite_explorers has_ai_personality = evangelising_zealots has_ai_personality = fanatic_befrienders has_ai_personality = federation_builders has_ai_personality = harmonious_hierarchy has_ai_personality = honorbound_warriors has_ai_personality = migrating_flock has_ai_personality = peaceful_traders has_ai_personality = ruthless_capitalists has_ai_personality = spiritual_seekers has_ai_personality = slaving_despots has_ai_personality = hegemonic_imperialists } } } every_planet_army = { remove_army = yes } set_owner = from.owner } if = { limit = { from.owner = { NOT = { has_ascension_perk = ap_become_the_crisis} OR = { has_ai_personality = hive_mind has_ai_personality = machine_intelligence has_ai_personality = xenophobic_isolationists has_ai_personality = assimilators has_ai_personality = exterminators has_ai_personality = fanatic_purifiers has_ai_personality = servitors has_ai_personality = metalhead # is_country_type = fallen_empire is_country_type = awakened_fallen_empire has_ai_personality = fallen_empire_hivemind has_ai_personality = fallen_empire_militarist has_ai_personality = fallen_empire_xenophobe has_ai_personality = fallen_empire_xenophile has_ai_personality = fallen_empire_materialist has_ai_personality = fallen_empire_spiritualist has_ai_personality = fallen_empire_machine has_ai_personality = berserk_fallen_empire_machine has_ai_personality = awakened_fallen_empire_hivemind has_ai_personality = awakened_fallen_empire_machine has_ai_personality = awakened_fallen_empire_materialist has_ai_personality = awakened_fallen_empire_militarist has_ai_personality = awakened_fallen_empire_spiritualist has_ai_personality = awakened_fallen_empire_xenophile has_ai_personality = awakened_fallen_empire_xenophobe # is_country_type = swarm has_ai_personality = devouring_swarm } } } destroy_colony = yes add_modifier = { modifier = neutron_bombarded days = 3600 } }

Tested as ai = no and it works to change owner and keep the pops and buildings !!!!!!!!!!!!!!!!!
 
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17blue17

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set_country_flag does not work below - why????? :confused::confused::confused:


The set global flag at the end works but the set country flags near the top do not set why? They set in other events but why not this kind of event which is triggered only at game start in on actions on_game_start_country = { } :confused:


country_event = { id = stevetechstart.700 hide_window = yes is_triggered_only = yes fire_only_once = yes trigger = { any_country = { is_ai = yes OR = { has_ai_personality = decadent_hierarchy has_ai_personality = democratic_crusaders has_ai_personality = erudite_explorers has_ai_personality = evangelising_zealots has_ai_personality = fanatic_befrienders has_ai_personality = federation_builders has_ai_personality = harmonious_hierarchy has_ai_personality = hive_mind has_ai_personality = honorbound_warriors has_ai_personality = machine_intelligence has_ai_personality = migrating_flock has_ai_personality = peaceful_traders has_ai_personality = ruthless_capitalists has_ai_personality = slaving_despots has_ai_personality = spiritual_seekers has_ai_personality = xenophobic_isolationists } NOT = { has_global_flag = otherwarmongers_tech_triggered } } } immediate = { set_global_flag = otherwarmongers_tech_triggered every_country = { limit = { #other war mongers is_ai = yes OR = { has_ai_personality = decadent_hierarchy has_ai_personality = democratic_crusaders has_ai_personality = erudite_explorers has_ai_personality = evangelising_zealots has_ai_personality = fanatic_befrienders has_ai_personality = federation_builders has_ai_personality = harmonious_hierarchy has_ai_personality = hive_mind has_ai_personality = honorbound_warriors has_ai_personality = machine_intelligence has_ai_personality = migrating_flock has_ai_personality = peaceful_traders has_ai_personality = ruthless_capitalists has_ai_personality = slaving_despots has_ai_personality = spiritual_seekers has_ai_personality = xenophobic_isolationists } } set_country_flag = otherwarmongers_tech_given set_country_flag = steve_techlevel_achieved } every_country = { limit = { #other war mongers is_ai = yes OR = { has_ai_personality = decadent_hierarchy has_ai_personality = democratic_crusaders has_ai_personality = erudite_explorers has_ai_personality = evangelising_zealots has_ai_personality = fanatic_befrienders has_ai_personality = federation_builders has_ai_personality = harmonious_hierarchy has_ai_personality = hive_mind has_ai_personality = honorbound_warriors has_ai_personality = machine_intelligence has_ai_personality = migrating_flock has_ai_personality = peaceful_traders has_ai_personality = ruthless_capitalists has_ai_personality = slaving_despots has_ai_personality = spiritual_seekers has_ai_personality = xenophobic_isolationists } } give_technology = { tech = tech_adaptive_bureaucracy message = no } give_technology = { tech = tech_administrative_ai message = no } give_technology = { tech = tech_afterburners_1 message = no } give_technology = { tech = tech_afterburners_2 message = no } give_technology = { tech = tech_antimatter_power message = no } give_technology = { tech = tech_arc_emitter_1 message = no } give_technology = { tech = tech_arc_emitter_2 message = no } give_technology = { tech = tech_automated_exploration message = no } give_technology = { tech = tech_basic_science_lab_1 message = no } give_technology = { tech = tech_battleship_build_speed message = no } give_technology = { tech = tech_battleship_hull_1 message = no } give_technology = { tech = tech_battleship_hull_2 message = no } give_technology = { tech = tech_battleships message = no } give_technology = { tech = tech_climate_restoration message = no } give_technology = { tech = tech_cold_fusion_power message = no } give_technology = { tech = tech_colonial_bureaucracy message = no } give_technology = { tech = tech_colonial_centralization message = no } give_technology = { tech = tech_colonization_1 message = no } give_technology = { tech = tech_cruisers message = no } give_technology = { tech = tech_cryostasis_1 message = no } give_technology = { tech = tech_cryostasis_2 message = no } give_technology = { tech = tech_curator_lab message = no } give_technology = { tech = tech_destroyers message = no } give_technology = { tech = tech_dyson_sphere message = no } give_technology = { tech = tech_ecological_adaptation message = no } give_technology = { tech = tech_energy_lance_1 message = no } give_technology = { tech = tech_energy_lance_2 message = no } give_technology = { tech = tech_energy_torpedoes_1 message = no } give_technology = { tech = tech_energy_torpedoes_2 message = no } give_technology = { tech = tech_experimental_subspace_navigation message = no } give_technology = { tech = tech_fission_power message = no } give_technology = { tech = tech_fusion_power message = no } give_technology = { tech = tech_galactic_administration message = no } give_technology = { tech = tech_galactic_bureaucracy message = no } give_technology = { tech = tech_gateway_activation message = no } give_technology = { tech = tech_gateway_construction message = no } give_technology = { tech = tech_hyper_drive_1 message = no } give_technology = { tech = tech_hyper_drive_2 message = no } give_technology = { tech = tech_hyper_drive_3 message = no } give_technology = { tech = tech_interstellar_fleet_traditions message = no } give_technology = { tech = tech_jump_drive_1 message = no } give_technology = { tech = tech_lasers_2 message = no } give_technology = { tech = tech_lasers_3 message = no } give_technology = { tech = tech_lasers_4 message = no } give_technology = { tech = tech_lasers_5 message = no } give_technology = { tech = tech_mass_accelerator_1 message = no } give_technology = { tech = tech_mass_accelerator_2 message = no } give_technology = { tech = tech_mass_drivers_1 message = no } give_technology = { tech = tech_mass_drivers_2 message = no } give_technology = { tech = tech_mass_drivers_3 message = no } give_technology = { tech = tech_mass_drivers_4 message = no } give_technology = { tech = tech_mass_drivers_5 message = no } give_technology = { tech = tech_mega_engineering message = no } give_technology = { tech = tech_mega_shipyard message = no } give_technology = { tech = tech_missiles_1 message = no } give_technology = { tech = tech_missiles_2 message = no } give_technology = { tech = tech_missiles_3 message = no } give_technology = { tech = tech_missiles_4 message = no } give_technology = { tech = tech_missiles_5 message = no } give_technology = { tech = tech_planetary_government message = no } give_technology = { tech = tech_planetary_unification message = no } give_technology = { tech = tech_ring_world message = no } give_technology = { tech = tech_self_aware_logic message = no } give_technology = { tech = tech_sensors_2 message = no } give_technology = { tech = tech_sensors_3 message = no } give_technology = { tech = tech_shields_1 message = no } give_technology = { tech = tech_shields_2 message = no } give_technology = { tech = tech_shields_3 message = no } give_technology = { tech = tech_shields_4 message = no } give_technology = { tech = tech_shields_5 message = no } give_technology = { tech = tech_ship_armor_1 message = no } give_technology = { tech = tech_ship_armor_2 message = no } give_technology = { tech = tech_ship_armor_3 message = no } give_technology = { tech = tech_ship_armor_4 message = no } give_technology = { tech = tech_ship_armor_5 message = no } give_technology = { tech = tech_space_construction message = no } give_technology = { tech = tech_space_exploration message = no } give_technology = { tech = tech_starbase_1 message = no } give_technology = { tech = tech_starbase_2 message = no } give_technology = { tech = tech_starbase_3 message = no } give_technology = { tech = tech_starbase_4 message = no } give_technology = { tech = tech_starbase_5 message = no } give_technology = { tech = tech_strategic_coordination message = no } give_technology = { tech = tech_strike_craft_1 message = no } give_technology = { tech = tech_swarmer_missiles_1 message = no } give_technology = { tech = tech_swarmer_missiles_2 message = no } give_technology = { tech = tech_synchronized_defences message = no } give_technology = { tech = tech_terrestrial_sculpting message = no } give_technology = { tech = tech_thrusters_2 message = no } give_technology = { tech = tech_thrusters_3 message = no } give_technology = { tech = tech_thrusters_4 message = no } give_technology = { tech = tech_torpedoes_1 message = no } give_technology = { tech = tech_torpedoes_2 message = no } give_technology = { tech = tech_torpedoes_3 message = no } give_technology = { tech = tech_wormhole_stabilization message = no } give_technology = { tech = tech_zero_point_power message = no } } every_country = { limit = { #other war mongers is_ai = yes has_ancrel = no OR = { has_ai_personality = decadent_hierarchy has_ai_personality = democratic_crusaders has_ai_personality = erudite_explorers has_ai_personality = evangelising_zealots has_ai_personality = fanatic_befrienders has_ai_personality = federation_builders has_ai_personality = harmonious_hierarchy has_ai_personality = hive_mind has_ai_personality = honorbound_warriors has_ai_personality = machine_intelligence has_ai_personality = migrating_flock has_ai_personality = peaceful_traders has_ai_personality = ruthless_capitalists has_ai_personality = slaving_despots has_ai_personality = spiritual_seekers has_ai_personality = xenophobic_isolationists } } give_technology = { tech = tech_archeology_lab message = no } } set_global_flag = steve_otherwarmongers_tech_given } }
 

Mitchz95

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set_country_flag does not work below - why????? :confused::confused::confused:


The set global flag at the end works but the set country flags near the top do not set why? They set in other events but why not this kind of event which is triggered only at game start in on actions on_game_start_country = { } :confused:


country_event = { id = stevetechstart.700 hide_window = yes is_triggered_only = yes fire_only_once = yes trigger = { any_country = { is_ai = yes OR = { has_ai_personality = decadent_hierarchy has_ai_personality = democratic_crusaders has_ai_personality = erudite_explorers has_ai_personality = evangelising_zealots has_ai_personality = fanatic_befrienders has_ai_personality = federation_builders has_ai_personality = harmonious_hierarchy has_ai_personality = hive_mind has_ai_personality = honorbound_warriors has_ai_personality = machine_intelligence has_ai_personality = migrating_flock has_ai_personality = peaceful_traders has_ai_personality = ruthless_capitalists has_ai_personality = slaving_despots has_ai_personality = spiritual_seekers has_ai_personality = xenophobic_isolationists } NOT = { has_global_flag = otherwarmongers_tech_triggered } } } immediate = { set_global_flag = otherwarmongers_tech_triggered every_country = { limit = { #other war mongers is_ai = yes OR = { has_ai_personality = decadent_hierarchy has_ai_personality = democratic_crusaders has_ai_personality = erudite_explorers has_ai_personality = evangelising_zealots has_ai_personality = fanatic_befrienders has_ai_personality = federation_builders has_ai_personality = harmonious_hierarchy has_ai_personality = hive_mind has_ai_personality = honorbound_warriors has_ai_personality = machine_intelligence has_ai_personality = migrating_flock has_ai_personality = peaceful_traders has_ai_personality = ruthless_capitalists has_ai_personality = slaving_despots has_ai_personality = spiritual_seekers has_ai_personality = xenophobic_isolationists } } set_country_flag = otherwarmongers_tech_given set_country_flag = steve_techlevel_achieved } every_country = { limit = { #other war mongers is_ai = yes OR = { has_ai_personality = decadent_hierarchy has_ai_personality = democratic_crusaders has_ai_personality = erudite_explorers has_ai_personality = evangelising_zealots has_ai_personality = fanatic_befrienders has_ai_personality = federation_builders has_ai_personality = harmonious_hierarchy has_ai_personality = hive_mind has_ai_personality = honorbound_warriors has_ai_personality = machine_intelligence has_ai_personality = migrating_flock has_ai_personality = peaceful_traders has_ai_personality = ruthless_capitalists has_ai_personality = slaving_despots has_ai_personality = spiritual_seekers has_ai_personality = xenophobic_isolationists } } give_technology = { tech = tech_adaptive_bureaucracy message = no } give_technology = { tech = tech_administrative_ai message = no } give_technology = { tech = tech_afterburners_1 message = no } give_technology = { tech = tech_afterburners_2 message = no } give_technology = { tech = tech_antimatter_power message = no } give_technology = { tech = tech_arc_emitter_1 message = no } give_technology = { tech = tech_arc_emitter_2 message = no } give_technology = { tech = tech_automated_exploration message = no } give_technology = { tech = tech_basic_science_lab_1 message = no } give_technology = { tech = tech_battleship_build_speed message = no } give_technology = { tech = tech_battleship_hull_1 message = no } give_technology = { tech = tech_battleship_hull_2 message = no } give_technology = { tech = tech_battleships message = no } give_technology = { tech = tech_climate_restoration message = no } give_technology = { tech = tech_cold_fusion_power message = no } give_technology = { tech = tech_colonial_bureaucracy message = no } give_technology = { tech = tech_colonial_centralization message = no } give_technology = { tech = tech_colonization_1 message = no } give_technology = { tech = tech_cruisers message = no } give_technology = { tech = tech_cryostasis_1 message = no } give_technology = { tech = tech_cryostasis_2 message = no } give_technology = { tech = tech_curator_lab message = no } give_technology = { tech = tech_destroyers message = no } give_technology = { tech = tech_dyson_sphere message = no } give_technology = { tech = tech_ecological_adaptation message = no } give_technology = { tech = tech_energy_lance_1 message = no } give_technology = { tech = tech_energy_lance_2 message = no } give_technology = { tech = tech_energy_torpedoes_1 message = no } give_technology = { tech = tech_energy_torpedoes_2 message = no } give_technology = { tech = tech_experimental_subspace_navigation message = no } give_technology = { tech = tech_fission_power message = no } give_technology = { tech = tech_fusion_power message = no } give_technology = { tech = tech_galactic_administration message = no } give_technology = { tech = tech_galactic_bureaucracy message = no } give_technology = { tech = tech_gateway_activation message = no } give_technology = { tech = tech_gateway_construction message = no } give_technology = { tech = tech_hyper_drive_1 message = no } give_technology = { tech = tech_hyper_drive_2 message = no } give_technology = { tech = tech_hyper_drive_3 message = no } give_technology = { tech = tech_interstellar_fleet_traditions message = no } give_technology = { tech = tech_jump_drive_1 message = no } give_technology = { tech = tech_lasers_2 message = no } give_technology = { tech = tech_lasers_3 message = no } give_technology = { tech = tech_lasers_4 message = no } give_technology = { tech = tech_lasers_5 message = no } give_technology = { tech = tech_mass_accelerator_1 message = no } give_technology = { tech = tech_mass_accelerator_2 message = no } give_technology = { tech = tech_mass_drivers_1 message = no } give_technology = { tech = tech_mass_drivers_2 message = no } give_technology = { tech = tech_mass_drivers_3 message = no } give_technology = { tech = tech_mass_drivers_4 message = no } give_technology = { tech = tech_mass_drivers_5 message = no } give_technology = { tech = tech_mega_engineering message = no } give_technology = { tech = tech_mega_shipyard message = no } give_technology = { tech = tech_missiles_1 message = no } give_technology = { tech = tech_missiles_2 message = no } give_technology = { tech = tech_missiles_3 message = no } give_technology = { tech = tech_missiles_4 message = no } give_technology = { tech = tech_missiles_5 message = no } give_technology = { tech = tech_planetary_government message = no } give_technology = { tech = tech_planetary_unification message = no } give_technology = { tech = tech_ring_world message = no } give_technology = { tech = tech_self_aware_logic message = no } give_technology = { tech = tech_sensors_2 message = no } give_technology = { tech = tech_sensors_3 message = no } give_technology = { tech = tech_shields_1 message = no } give_technology = { tech = tech_shields_2 message = no } give_technology = { tech = tech_shields_3 message = no } give_technology = { tech = tech_shields_4 message = no } give_technology = { tech = tech_shields_5 message = no } give_technology = { tech = tech_ship_armor_1 message = no } give_technology = { tech = tech_ship_armor_2 message = no } give_technology = { tech = tech_ship_armor_3 message = no } give_technology = { tech = tech_ship_armor_4 message = no } give_technology = { tech = tech_ship_armor_5 message = no } give_technology = { tech = tech_space_construction message = no } give_technology = { tech = tech_space_exploration message = no } give_technology = { tech = tech_starbase_1 message = no } give_technology = { tech = tech_starbase_2 message = no } give_technology = { tech = tech_starbase_3 message = no } give_technology = { tech = tech_starbase_4 message = no } give_technology = { tech = tech_starbase_5 message = no } give_technology = { tech = tech_strategic_coordination message = no } give_technology = { tech = tech_strike_craft_1 message = no } give_technology = { tech = tech_swarmer_missiles_1 message = no } give_technology = { tech = tech_swarmer_missiles_2 message = no } give_technology = { tech = tech_synchronized_defences message = no } give_technology = { tech = tech_terrestrial_sculpting message = no } give_technology = { tech = tech_thrusters_2 message = no } give_technology = { tech = tech_thrusters_3 message = no } give_technology = { tech = tech_thrusters_4 message = no } give_technology = { tech = tech_torpedoes_1 message = no } give_technology = { tech = tech_torpedoes_2 message = no } give_technology = { tech = tech_torpedoes_3 message = no } give_technology = { tech = tech_wormhole_stabilization message = no } give_technology = { tech = tech_zero_point_power message = no } } every_country = { limit = { #other war mongers is_ai = yes has_ancrel = no OR = { has_ai_personality = decadent_hierarchy has_ai_personality = democratic_crusaders has_ai_personality = erudite_explorers has_ai_personality = evangelising_zealots has_ai_personality = fanatic_befrienders has_ai_personality = federation_builders has_ai_personality = harmonious_hierarchy has_ai_personality = hive_mind has_ai_personality = honorbound_warriors has_ai_personality = machine_intelligence has_ai_personality = migrating_flock has_ai_personality = peaceful_traders has_ai_personality = ruthless_capitalists has_ai_personality = slaving_despots has_ai_personality = spiritual_seekers has_ai_personality = xenophobic_isolationists } } give_technology = { tech = tech_archeology_lab message = no } } set_global_flag = steve_otherwarmongers_tech_given } }

Your effects ("give_technology", "set_country_flag", etc) should be on the same line as "limit".

Code:
every_country = {
    limit = { <conditions> }
    <effects>
}
 

Dargaron

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So, purging question: I'm trying to use planet/country modifiers to adjust purging speed and the output of purging jobs locally. I've managed to steal the pop_purge_speed modifier from the menace perks, but no matter what variant of planet_jobs_purge_produces_mult or planet_purge_produces_mult I use, I can't add a local bonus/penalty to the output of purging jobs. I'd rather not edit the actual vanilla jobs file, but is that the *only* way to adjust purge output? The entry on the wiki *seems* to imply that any vanilla job can be used for a planet_jobs_x_produces effect, I just can't get it to work for the purging job specifically.
 
Last edited:

Mitchz95

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Do you think with every country I need to do event targets to set the flags? Or something due to on_game_start? Some kind of game bug........

Shouldn't need to. Are the other effects (set_global_flag, give_technology, etc) working? If not, the event might not be triggering properly.

Is there an effect or some way to set the name of a planet to a random one from the owners/a scope's namelist?

"set_name = random". If it's unowned, "set_owner = <country>" first.
 
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17blue17

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Shouldn't need to. Are the other effects (set_global_flag, give_technology, etc) working? If not, the event might not be triggering properly.



"set_name = random". If it's unowned, "set_owner = <country>" first.
Thanks for the response. I asked on discord and they thought maybe a global event would work. I have since changed my follow up events to not look for a country flag.
 

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"set_name = random". If it's unowned, "set_owner = <country>" first.


Thanks, that works, except when I said 'owner' I meant the owner of the system, as I want to use this on uncolonisable planets. I can set the owner of the system to be the owner of the planet, which makes it work but that creates a pseudo-colony and I can't figure out how to get rid of it. destroy_colony = yes doesn't work (However it does if I use the 'own' console command). Is there a way to set the owner to nobody?