triggered_modifiers support removed in 1.5 banks

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Weedes

First Lieutenant
30 Badges
Feb 11, 2017
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So in the 1.5 update support for triggered_modifiers was removed, which is a bit annoying. What was the reason for this, performance related or simply felt under-used by most Stellaris mods?

I recall "triggered_modifier" files in a number of popular Europa Universalis were over 100 kilobytes and added quite a lot of the atmosphere and balance to the game. While as a whole perhaps less important in Stellaris this easy way of adding in content has to still be worth supporting for the modding scene on some level.

It was just so easy to add in personal touches with this, like a neat starting modifier that read: "By all accounts our species appears to be alone in this vast universe with no need to hurry or worry, nor to play nice with one another." And gave:
Code:
alone_in_the_universe = {                   #Malus to naval capacity and stuff before first alien contact
   potential = {
       has_established_contact = yes
   }
   
   trigger = {
       has_established_contact = yes   
   }       
   
       navy_size_mult = -0.5
       
       spaceport_ship_build_speed_mult = -0.5                   #
       planet_army_build_speed_mult = -0.75       
       
       planet_colony_development_speed_mult = -0.5   
           
       country_resource_unity_mult = -0.5
       country_resource_influence_mult = -0.5
}
Or this extra AI windfall when at war:
Code:
AI_Handicap_At_War = {                   #
   potential = {
       is_ai = yes
   }
   
   trigger = {
       is_at_war = yes   
       is_subject = no           #should stop player vassals from getting the bonus, if this still works in Stellaris at least       
   }       
   
   country_resource_minerals_mult = 0.25   
   country_resource_energy_mult = 0.25   

   spaceport_ship_build_speed_mult = 0.25   #Stacks well with itself, very hard to make ships insta-build like with other modifiers making things instant if too many are combined
   planet_army_build_speed_mult = 0.25
   
   shipsize_orbital_station_build_cost_mult = -0.25           #this is the spaceport, covers upgrades too i think
   
   planet_army_build_cost_mult = -0.25
   spaceport_ship_build_cost_mult = -0.25   
   
   country_leader_cap = 1   
   leader_influence_cost = -0.1
}
Or perhaps my favorite, a dynamic difficulty based on the player's strength rather than a one off choice at the start of a campaign:
Code:
Necessary_Evil_1 = {
   potential = {
       is_ai = yes
   }
   trigger = {
       is_subject = no       
       any_country = {
                   NOT = { is_ai = yes }
                   NOT = { num_owned_planets > 20 }                   
                   num_owned_planets > 10
       }
   }                   
   country_resource_minerals_mult = 0.25
   country_resource_energy_mult = 0.25
   navy_size_mult = 0.25
   
   spaceport_ship_build_speed_mult = 0.25                   #Stacks well with itself, very hard to make ships insta-build like with other modifiers making things instant if too many are combined
   planet_army_build_speed_mult = 0.25
   
   country_leader_cap = 1   
   leader_influence_cost = -0.1
}

Necessary_Evil_2 = {
   potential = {
       is_ai = yes
   }
   trigger = {
       is_subject = no       
       any_country = {
                   NOT = { is_ai = yes }
                   NOT = { num_owned_planets > 30 }                   
                   num_owned_planets > 20
       }
   }               
   country_resource_minerals_mult = 0.5
   country_resource_energy_mult = 0.5
   navy_size_mult = 0.5
   
   spaceport_ship_build_speed_mult = 0.5                   #Stacks well with itself, very hard to make ships insta-build like with other modifiers making things instant if too many are combined
   planet_army_build_speed_mult = 0.5       
   
   country_leader_cap = 2   
   leader_influence_cost = -0.2
}

Necessary_Evil_3 = {
   potential = {
       is_ai = yes
   }
   trigger = {
       is_subject = no       
       any_country = {
                   NOT = { is_ai = yes }
                   NOT = { num_owned_planets > 40 }
                   num_owned_planets > 30
       }
   }               
   country_resource_minerals_mult = 0.75
   country_resource_energy_mult = 0.75
   navy_size_mult = 0.75
   
   spaceport_ship_build_speed_mult = 0.75                   #Stacks well with itself, very hard to make ships insta-build like with other modifiers making things instant if too many are combined
   planet_army_build_speed_mult = 0.75
   
   country_leader_cap = 3
   leader_influence_cost = -0.3
}

Necessary_Evil_4 = {
   potential = {
       is_ai = yes
   }
   trigger = {
       is_subject = no       
       any_country = {
                   NOT = { is_ai = yes }
                   num_owned_planets > 40
       }
   }               
   country_resource_minerals_mult = 1.0
   country_resource_energy_mult = 1.0
   navy_size_mult = 1.0
   
   spaceport_ship_build_speed_mult = 1.0                   #Stacks well with itself, very hard to make ships insta-build like with other modifiers making things instant if too many are combined
   planet_army_build_speed_mult = 1.0
   
   country_leader_cap = 4
   leader_influence_cost = -0.4
}
So I definitely would love to see this come back!