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[B@W] Abominus
16.08.18, 15:03
Hello and welcome back to the Stellaris dev diaries! Today we're going to start talking about the next major update, which we have dubbed 2.2 'Le Guin' after Ursula K. Le Guin. Right now we're not ready to reveal anything about the precise nature of the update or whether it is accompanied by any DLC, other than to say that the Le Guin will have focus on trade and the economy, and that its release date is far away. Today's dev diary is going to be a bit on the foundational side, going over the new economic back-end we've implemented for 2.2.

New Economy System
The original economy system for Stellaris has always been something of a limitation for us. It's a sort of hybrid system, with resources being both scripted (and thus accessible to modders) and hard-coded (and thus inaccessible) in about equal measures. For example, under the old system ships would always cost minerals, as the code was set up for them to always cost minerals, and the only thing you could change was the amount of minerals they cost. Similarly, most things in the game that had an upkeep were hard-coded to use energy for upkeep, and again, only the amounts were able to be changed. A few things (such as for example Resettlement or the precise resources produced by a building) were more open than this, but generally the system made it quite hard to introduce new resources or change the way a particular empire might use a particular resource. The old system was also quite performance-intensive.

When we decided that we wanted to make the next major update be about the economy, the first thing we knew that we needed to do was to rewrite this system entirely. For the new system, we set out a number of goals:
1: The new system should make it easy to add new resources and swap the way resources are used
2: The new system should be as open to modding as we possibly could make it
3: The new system should improve performance

From this, we've created a new system that we call Economic Templates. Where previously there would be a jumble of different systems for how cost, production and maintenance of the different features in the game would work, there is now one unified system. Any single object in the game that can be owned by an empire and have an impact on the economy is called an Economic Unit. In the database files, an Economic Unit looks like this:



resources = {
category = armies

# Normal empires pay for armies with minerals
cost = {
trigger = {
owner = { is_hive_empire = no }
}
minerals = 100
}

# Hive Minds pay for armies partially with food
cost = {
trigger = {
owner = { is_hive_empire = yes }
}
minerals = 50
food = 50
}

# If Barbaric Despoilers, produce Energy while on enemy planets
produces = {
trigger = {
owner = { has_valid_civic = civic_barbaric_despoilers }
planet = { owner = { is_at_war_with = root.owner } }
}
energy = 3
}

# Normal empires pay army upkeep with energy
upkeep = {
trigger = {
owner = { is_hive_empire = no }
}
energy = 1
}

# Hive Minds pay army upkeep with food
upkeep = {
trigger = {
owner = { is_hive_empire = yes }
}
food = 1
}
}


For those who cannot read our scripting language, this is an example I just created of how the new system can be used. It's for a regular assault army, which normally costs 100 minerals to build and has an upkeep of 1 energy, just as before. However, if your empire is a Hive Mind, the army will instead cost 50 minerals and 50 food, and costs 1 food in upkeep instead of 1 energy. Additionally, if you have the Barbaric Despoilers civic, armies that are located on enemy planets will produce 3 energy/month, paying for themselves and then some through wide-scale looting. This isn't an actual example from the internal build, but something I just created while writing this dev diary to show the possibilities that the new economic system opens up for for both us and modders - we could have fully biological empires that use food instead of minerals to build infrastructure, ships that produce research while in certain systems, leaders that give Unity... the possibilities are endless.
https://forumcontent.paradoxplaza.com/public/383321/2018_08_09_1.png

Advanced Resources
With this system in place, we've been able to add several new 'advanced' resources to the game. They are as follows: Alloys, Rare Crystals, Volatile Motes and Exotic Gases. These resources are either manufactured from basic resources or found in rare planetary deposits (or both!) and are used to construct more advanced things in the game, such as ship components, megastructures, certain buildings and so on. There is also still a number of strategic resources such as Dark Matter and Living Metal that provide unique benefits, though precisely how many of these we will keep and how they are used is something we're still in the process of figuring out.

As part of these changes we're also in the process of reworking the top bar. Since we will now have rather too many resources to show them all, the top bar will now only show individual entries for resources that are important for your empire to always keep track of, with the rest shown as a consolidated entry that can be tooltiped for greater detail. Science is also consolidated into a total output of all 3 sciences, with tooltip showing the individual production of each. We're going to ensure that only relevant resources are shown individually, so most Machine Empires wouldn't have Food appear as an individual entry in the top bar, for example. We're also considering letting the player manually override this and decide which precise resources they want to keep track of within the available topbar space.

(Please note that the new topbar is nowhere near final and will have some ugly graphical issues. This is not how it will look on release)
https://forumcontent.paradoxplaza.com/public/383323/2018_08_09_2.png

That's all for today! I know this dev diary was rather technical and perhaps primarily of interest to modders, but I felt it was important to explain the fundamental changes that have taken place in the game's back-end, both in relation to the changes coming in 2.2, and the possibilities that this opens up in the future for having empire types with radically different approaches to resource production and consumption. Next week we're going to finally start talking about the new Planetary Management system. See you then!

Zur Info...

[B@W] Abominus
16.08.18, 15:35
Hello everyone and welcome to another Stellaris development diary. Today, we're going to start talking about the Planetary Rework coming in the 2.2 'Le Guin' update - the complete redesign of the planetary management system and replacement of planetary tiles. This is going to be a really big topic, so we're spreading it out across four dev diaries, with today's dev diary being about Deposits, Buildings and Districts. Please bear in mind that everything shown is in an early stage of development, and there will be rough-looking interfaces, placeholder art, non final numbers and all those things that people assume are final and complain about anyway no matter how many of these disclaimers I write. :p

Planetary Rework
Before I start going into details on the actual rework, I just wanted to briefly talk about the reasons and goals that are behind this massive rework, and why we're removing tiles and building a new system instead of iterating on the existing systems. For me, getting away from the constraints of tiles has been my single most desired long-term goal for the game. It's not that I think the tile system is inherently a bad system - it works well to visualize your pops and buildings and for the early game it works well enough in giving the player some interesting economic management decisions. However, the tile system is also very constrictive, in a way I feel is detrimental to the very core concepts of Stellaris. The hard limitation of one pop and one building per tile, as well as the hard limitation of 25 tiles/pops/buildings to a planet, it severely limits the kind of societies and planets that we can present in the game.

Do we want to make city-planets, with enormous numbers of pops concentrated onto a single world? Not possible. Do we want to have a fully automated post-scarcity empire where robots do all the actual work? Can't be done without losing out on valuable building space. Sure, we could fundamentally alter the tile system in a such a way to allow these, by for example making it so each tile could support several sub-tiles with additional pops and buildings, but by doing this we will inevitably lose the easy visual presentation that makes the system attractive to begin with, and even then we would continue to be held back by the limit of one pop per building. In other words, we'd end up with something that superficially might resemble the old tile system but offers none of its main advantages and continues to be held back by most of its drawbacks.

When designing the new planetary management system we set out a number of design goals:
- The new system should be able to simulate a wide variety of different societies, to build on the roleplaying and diversity in play-throughs that is such a fundamental part of the Stellaris experience
- The new system needed to offer more interesting choices about how to develop your planets, while simultaneously reducing the amount of uninteresting micromanagement such as mass-upgrading buildings
- The new system should make your planets feel like places where Pops actually live their lives, as opposed to just being resource gathering hubs
- The new system had to be extremely moddable, to make it easier both for us and modders to create new types of empires and playstyles

We believe that this new system that we have created will not only vastly improve many of the features in the game that we couldn't get working properly with the tile system, but together with the resource rework discussed in the last dev diary will also make it possible for us to create truly weird and alien societies that play entirely differently from anything the game currently has to offer, or would ever have to offer if we had remained constrained by the tile system.

Deposits
Under the old tile system, deposits were simply clumps of resources placed on a tile, which would be gathered by a pop and determined what kind of buildings were most efficient to place there. Under the new system, deposits are more akin to planetary terrain and features. Every habitable planet will have a (semi-randomized) number of deposits, with larger planets usually having more deposits. Deposits represent areas on the planet that can be economically exploited, and most commonly increase the number of a particular District (more on this below) that can be build on the planet. For example, a Fertile Lands deposit represents various regions of fertile farmland, and increases the number of Agriculture Districts that can be built on the planet, and thus its potential Food output.
https://forumcontent.paradoxplaza.com/public/385205/2018_08_16_0.png
(Note: All deposit pictures shown here are placeholders, there will be new art for them that isn't done yet)

Not all Deposits affect Districts however - some (such as Crystalline Caverns or Betharian Fields) are rare deposits that allow for the construction of special Buildings (more on this below) on the planet, while others yet may simply provide a passive benefit to the planet, such as a spectacularly beautiful wilderness area that increases happiness for Pops living on the planet. Deposits can have Deposit Blockers that work in a similar way to the Tile Blockers of old, cancelling out the benefits of the Deposit until the Blocker is removed through the expenditure of time and resources. A planet can have multiples of the same Deposit, and there is no hard limit to the number of Deposits that a planet can hold (though there is a cap to how many will be generated under normal circumstances). The types of Deposits that can show up on a planet is affected by the planet class, so where an Ocean World might get its Agriculture from Kelp Forests, an Arctic World would have Fungal Caverns instead.
https://forumcontent.paradoxplaza.com/public/385206/2018_08_16_1.png
(Note: All deposit pictures shown here are placeholders, there will be new art for them that isn't done yet)

Districts
Districts are at at the core of how planets are developed in the Le Guin update. Districts represent large areas of development on the planet dedicated towards housing or resource gathering. For most empires, there are four basic types of Districts: City Districts, Mining Districts, Generator Districts and Agriculture Districts. There are exceptions to this (such as Hive Minds having Hive Districts) but more on this in a later DD. The total number of districts you can build on a planet is equal to its size, so a size 16 planet can support 16 districts in any combination of the types available to you. Additionally, the resource-producing districts (Mining, Generator and Agriculture) are further constrained by the Deposits on the planet, so a planet might only be able to support a maximum of 8 Mining Districts due to there simply not being any further opportunities for mining on the planet. City Districts are never limited by the deposits on the planet, so you can choose to forego a planet's natural resources and blanket it entirely in urban development if you so choose.

The effects of each District is as follows:
City District: Provides a large amount of Housing for Pops, Infrastructure for Buildings and Clerk Jobs that produce Trade Value and Luxury Goods
Mining District: Provides a small amount of Housing/Infrastructure and Mining Jobs that produce Minerals
Agriculture District: Provides a small amount of Housing/Infrastructure and Farming Jobs that produce Food
Generator District: Provides a small amount of Housing/Infrastructure and Technician Jobs that produce Energy Credits
There will be more details on most of the concepts mentioned above coming in the other dev diaries. For now, suffice to say that the way you develop your planets with Districts will shape that planet's role in your empire - a heavily urbanized planet will be densely populated, supporting numerous Buildings and specialist Pop Jobs such as Researchers and providing Trade Value for your empire's trade routes (more on this in a future DD), but at the expense of not being able to produce much of the raw resources that are needed to fuel your empire's growth and manufacturing capacity.

A planet's Deposits and Planetary Modifiers may influence this decision - a large planet with High Quality Minerals and numerous Mining Deposits will certainly make for a lucrative mining world, but what if it also sits in a perfect spot to make a heavily urbanized trade hub? No longer are choices regarding planets simply limited to 'Where do I place the capital for the best adjacency bonuses?' and 'Should I follow the tile resource or not?' but will be fundamental choices that create diverse and distinct planets that each have their own role to fill in your empire.
https://forumcontent.paradoxplaza.com/public/385207/2018_08_16_3.png

Buildings
In the Le Guin update, Buildings are specialized Facilities that provide a variety of Jobs and Resources that are not suitable to large-scale resource gathering. For example, instead of having your scientists working in a Physics Lab on a Physics Deposit (whatever that is supposed to be...) you now instead construct a Research Labs building (representing not a single laboratory but rather an allocation of resources towards the sciences across the planet) which provides a number of Pop Researcher Jobs that conduct research for your empire. Buildings are limited by the planet's Infrastructure, with one building 'slot' being unlocked for each 10 Infrastructure on the planet. Some Buildings are also limited in the number you can build on a planet, while others can be built in multiples (for example, a planet can only support a single Autotchton Monument, while you can have as many Alloy Foundries as the slots allow). Buildings can still be upgraded to more advanced versions, but generally there will be far fewer upgrades to do and those upgrades will often require an investment of rare and expensive resources, so it's more of an active choice than something you simply have to click your way through after unlocking a tech.
https://forumcontent.paradoxplaza.com/public/385208/2018_08_16_5.png

Infrastructure comes primarily from constructing Districts, with City Districts giving much more Infrastructure than resource gathering districts do (6 as opposed to 2 in the current internal build, though non final numbers and all that). In addition to unlocking additional Building slots, a higher Infrastructure level also makes some Buildings more efficient, as the number of jobs they provide is fully or partially determined by the planet's Infrastructure level. For example, in the current internal build, Research Labs and Alloy Foundries both have the number of jobs they provide determined by the infrastructure level, meaning that concentrating your research and manufacturing to your heavily urbanized planets is generally more efficient than trying to turn your agri-worlds into science hubs. In addition to Buildings that provide resource-producing Jobs, there is also a wide variety of buildings that provide for the material and social needs of your Pops, such as Luxury Housing for your upper class Pops, Entertainment Buildings to make your populace happy and Law Enforcement to quell unrest and crime. Densely populated planets tend to require more such buildings, as the need for Housing and Amenities scales upwards with Pops and Infrastructure.https://forumcontent.paradoxplaza.com/public/385209/2018_08_16_6.png

Whew, that was a lot of words. Still, we're only just getting started on the Planetary Rework and next week we'll continue talking about it, on the topic of Stratas, Pop Jobs, Housing and Migration.

Da isset...

Performer
16.08.18, 19:51
Jetzt kann man sich mal etwas mehr drunter vorstellen. Die deposits finden mein Gefallen ... :D

clone
16.08.18, 20:35
Um ehrlich zu sein muss ich sagen, das klingt besser als alles, was wir erwartet haben. Scheint ein solides Fundament zu werden.

Wenn sie jetzt noch die Handelsrouten mehr als theoretischer Natur hinbekommen, könnte ich doch wieder Stellaris spielen.

[B@W] Abominus
16.08.18, 20:43
Jap, sehe ich auch so, bin bisher positiv überrascht. Der Schreck beim FTL-Thema war auch groß, aber ich finde es heute besser.

Performer
16.08.18, 21:25
Abominus;1124328']Jap, sehe ich auch so, bin bisher positiv überrascht. Der Schreck beim FTL-Thema war auch groß, aber ich finde es heute besser.

Jein. Es ist an sich besser, aber das Spiel ist träge geworden.

Templer
16.08.18, 22:34
...das Spiel ist träge geworden.
...träge...?

Iche_Bins
23.08.18, 13:20
Wir haben das Spiel seit Release nicht mehr gespielt. Wenn wir nach diesem patch mal Zeit haben könnte sich das Spielen ja vielleicht lohnen...

[B@W] Abominus
23.08.18, 14:56
Hello everyone and welcome to another Stellaris development diary. Today we're going to continue on the topic that we started on in last week's dev diary: The Planetary Rework coming in the 2.2 'Le Guin' update. As this is a massive topic that affects many areas of the game, we've split it into four parts. Today's part is going to be talking about Pop Jobs, Strata, Housing, Growth and Migration. As before, any screenshots are likely to feature placeholder art, unpolished interfaces and non-final numbers.

Pop Jobs
In the Le Guin update, Jobs is the main way through which resources are produced on planets. Jobs come in two main types, Capped and Uncapped. Capped Jobs are Jobs that are limited by what the planet can offer, for example, you can only have as many Pops working in mining as you have Mining Jobs from Mining Districts. Uncapped Jobs, on the other hand, can always be worked by a Pop that fulfills the requirements, but generally require a specific trait or species right setting. For example, a species that is set as Livestock will work in a special Livestock Job that requires no upkeep, produces food each month and makes the Pop working it require very little Housing (more on that below). Pops will automatically fill empty Jobs that they are capable of holding, and each Job has weights that make them more or less suitable for a specific Pop - an Industrious Pop will be preferred over a non-Industrious one for a job that produces Minerals, for example. Pops that are more suitable for a Job than the current Pop holding the Job may take it from it them, so constructing a bunch of Robot Pops with mining equipment will likely see your organic Miners losing their jobs in short order. The player can set the priority of specific Jobs, ensuring some Jobs are always filled before others, but there is no manual assignment of specific Pops to specific Jobs, as that is one of the more micromanage-y aspects of the old tile system that we wanted to get away from.
https://forumcontent.paradoxplaza.com/public/386662/2018_08_23_0.png

In addition to resource production, there is also a wide variety of Jobs related to administration and tending to the needs of other Pops. For example, Clerks are service industry workers, 'Space Baristas' that produce a small number of luxury goods and increase the Trade Value of the planet as a result of domestic economic activity in your cities, while Enforcers are your police, working to suppress dissent and reduce Crime on the planet (more on that next dev diary). Some Jobs are rarer than others - Crystal Miner Jobs are only possible on planets that have Rare Crystal deposits, and some anomalies add unique planetary features that create Jobs which might only exist on that particular planet. Some Empires, such as Hive Minds and Machine Empires, also have their own special Jobs that are not available to others. Jobs are fully moddable and come with auto-generated modifiers and functions that make them very easy for modders to add to planets.
https://forumcontent.paradoxplaza.com/public/386663/2018_08_23_1.png

Strata and Unemployment
Whether or not a Pop holds a Job, the vast majority of Pops will belong to a Stratum, representing social classes and other broad segments of the population. The exact Strata that exist in an empire depend on the type of Empire you're playing, but for regular (non-Gestalt) empires, the population will usually be divided into the following three categories:
Rulers: This stratum represents the government and wealthy elite. Ruler Pops have a much greater impact on Stability (more on this in next dev diary) than the other two classes and require a great deal of Luxury Goods to stay happy.
Specialists: This stratum represents the educated population working in more prestigious and highly paid jobs. Specialist Pops typically work with refining resources or performing intellectual tasks, and require more Luxury Goods than workers in order to stay happy.
Workers: This stratum represents the vast majority of the working population. They generally work with raw resource production and require fewer Luxury Goods than Rulers and Specialists.
https://forumcontent.paradoxplaza.com/public/386664/2018_08_23_3.png

In addition to these three, there are certain special Strata for Pops that fulfill specific conditions, such as the Slave stratum for enslaved Pops. Slave Pops usually require no o
r almost no luxuries, but are generally only able to hold Worker-class jobs. Each Job is associated with a specific Stratum (such as Ruler Stratum for Administrators and Nobles), and a Pop that takes that Job will usually be instantly promoted to said Stratum. However, while promotion of Pops to a higher Stratum may be quick and painless, demotion is not. A Pop that becomes unemployed will keep the Stratum of the Job that it used to occupy, and will refuse to take a Job from a lower Stratum, even if there are open Jobs available. Over time, these Pops will demote down to a lower Stratum, but as Unemployment can cause quite a bit of unhappiness, having unemployed upper class Pops can be a serious source of instability for a planet while those Pops are demoting. This effect is more pronounced in a stratified empire, as the lack of social safety nets increases the Happiness penalties for unemployment.
https://forumcontent.paradoxplaza.com/public/386665/2018_08_23_5.png

Housing
One of the major reasons we decided to rework the tile system was the limitations it placed on planetary populations - not just limiting us to an absolute maximum of 25 pops, but also ensuring that planets could never be over- or underpopulated, as the ideal number of Pops on a planet would always be equal to the number of tiles. In the Le Guin update, the hard restriction of one Pop per tile has been replaced with a soft cap known as Housing. Housing is a value on the planet that is primarily provided by Districts, with City Districts giving far more Housing than their resource-focused alternatives. Each Pop requires 1 unit of Housing by default, though the Housing demands of individual Pops can change due to a wide variety of factors such as Traits, Stratum, Job and so on.
https://forumcontent.paradoxplaza.com/public/386666/2018_08_23_5-2.png

For example, a Robot Pop that is not sapient or has not been given Citizen Rights requires far less housing than an ordinary Pop, as the storage and support infrastructure they require occupies significantly less space on the planet than the dedicated housing occupied by your citizens. Housing is not a hard limit, and the housing requirements of Pops can exceed the available Housing if the planet population continues to grow without additional Housing being constructed. This is called Overcrowding, and will result in a variety of negative effects such as reduced growth speed and lowered Happiness/stability, but also increases the Migration Push on the planet (more on that below), so a small amount of Overcrowding may actually be desirable on your heavily populated planets in order to grow your new colonies.
https://forumcontent.paradoxplaza.com/public/386667/2018_08_23_6.png

Growth and Migration
Migration is a concept that's never quite worked out to be as interesting as it should be in Stellaris. While there were a lot of mechanics related to how Pops moved and why, these mechanics were quite opaque, and the wholesale movements of Pops that simply packed up and moved to another world resulted in a mechanic that often felt more like a nuisance to the player than anything, as Pops would leave critical buildings on your core worlds untended to in order to settle down on some newly colonized ball of ice on the other side of your empire. For this reason, when reworking the migration mechanics, we decided that the new system would tie more directly into Pop Growth and make it more clear what benefits you were receiving from migration on a planet.
https://forumcontent.paradoxplaza.com/public/386668/2018_08_23_8.jpg

Under the new Growth and Migration system, each Planet has five different main variables that determine its demographical direction: Pop Growth, Pop Decline, Immigration Pull, Emigration Push and Pop Assembly. I will go over each of these in turn:
Pop Growth: This is the base level of Pop Growth on the planet from natural reproduction and immigration. A Planet will only have a single growing Species at any given time, but is not limited to the Species alreadyliving on the planet - any Species with theoretical access to the planet through migration will be able to start growing on a planet, and when choosing a Species to grow, planets will generally prioritize Species that are under-represented on the planet, meaning for example that an empire with Syncretic Evolution will generally have both its Species growing in turn on any new colonies, instead of being limited to only the Species that they used to colonize the planet. The rights you have assigned to Species will factor into this, so a Species with Full Citizenship will get far higher weight when deciding which Pop to grow next than one that merely has Residence.
Pop Decline: Pop Decline represents the decline of certain Species on the planet, and usually is a result of shifting demographics or Purging. Overcrowded Planets that have over-represented Species will have those Species begin to decline in numbers and be replaced by newly growing, under-represented Species. This means that planet demographics will change over time, for example having your homeworlds turn more cosmopolitan and multi-species over time as a result of signing Migration Treaties as a Xenophile, or your privileged main species with Full Citizen moving onto conquered planets and replacing the less privileged population already living there as a Xenophobe. Purging a particular species will essentially guarantee that Species' rapid decline, creating massive amounts of Emigration in the form of Refugees if Displacement is used.
Immigration and Emigration: Each Planet has an Immigration Pull and Emigration Push value generated by factors such as Housing, Stability, Unemployment and so on. By subtracting Emigration from Immigration, the overall Migration state of the planet is calculated. A planet with more Emigration than Immigration will have faster Pop Decline, but will also 'export' its Emigration value to a general Migration Pool that is distributed among potential immigration targets. Planets with higher Immigration Pull will receive a greater share of this migration, which is converted directly into Pop Growth. Normally, Planets can only send their Emigration to planets in the same empire, but signing Migration Treaties or accepting Refugees will allow you to receive migration from planets outside your borders.
Pop Assembly: Pop Assembly represents a planet's capacity for constructing artificial (generally Robotic) Pops and comes from certain Jobs provided by special buildings. Each unit of Pop Assembly provided by Jobs will automatically contribute 1 growth towards the next artificial Pop being built on the planet. A Planet can have both Growing and Assembling Pops, and there is no link between Pop Assembly and Emigration/Immigration asides from the potential for assembled Pops to create overcrowding and unemployment.
https://forumcontent.paradoxplaza.com/public/386669/2018_08_23_9.png

That's all for today! Next week we'll continue with part 3 of the Planetary Rework dev diaries, on the topic of Happiness, Stability and Crime.

Ich hoffe, ich habe alle Bilder erwischt.

[B@W] Abominus
30.08.18, 13:37
Hello everyone and welcome to another Stellaris development diary. Today we're going to continue on the topic that we started on in Dev Diary #121: The Planetary Rework coming in the 2.2 'Le Guin' update. As this is a massive topic that affects many areas of the game, we've split it into four parts. Today's part is going to be talking about Happiness, Stability and Crime.

Planet Stability
In the Le Guin update, Planetary Stability is the most important factor for determining the productivity and prosperity of your planets. Planetary Stability represents the overall political stability on a planet, and is influenced by a large number of factors such as Pop Happiness, Housing, Amenities, Crime and so on. Planetary Stability ranges from 0 to 100% and has a base level of 50%. A Planet that has at least 50% stability will gain bonuses to resource production and immigration pull, while a planet that drops below 50% stability will experience penalties to resource production and increased emigration push. Below 40% stability, unrest events such as hunger strikes, terrorist bombings and so on may start to occur, which can further lower stability down below the threshold for an armed revolt to start. We're still looking into which parts of the previous Unrest events we want to keep, replace, or convert to the new Crime system, so the exact way in which unrest events and armed revolts will work is not fully decided at this point, and we'll likely cover it more in detail in a future dev diary.
https://forumcontent.paradoxplaza.com/public/388061/2018_08_30_1.png

Pop Happiness and Approval Rating
Pop Happiness is a major factor in determining planet stability. Each Planet that contains at least one Pop with free will has a Pop Approval Rating value that is the average happiness of the Pops, modified by their Political Power. Each Pop has a Political Power value that depends on their stratum and living conditions - for example, a Ruler Pop living in a Stratified Economy will have an immense degree of Political Power, and their happiness may be more important than that of even a dozen Worker Pops. However, even Pops with no political power at all can still drag down your Approval Rating, so a planet with a vast mass of angry slaves will need some Rulers to keep them in line. On the individual Pop level, Happiness no longer affects productivity, so to ensure your planets are productive you now only need make sure your Stability level is high, and whether you achieve that stability with a happy populace or ruling with an iron fist is up to your ethics, policies and general playstyle preferences. Individual Pop Happiness is not entirely without effect though, as the happiness of a Pop determines how likely it is to adopt your governing ethics, and also affects how much Crime it generates (see below for further details).
https://forumcontent.paradoxplaza.com/public/388062/2018_08_30_3.png

Amenities
As part of trying to consolidate systems relating to happiness we've added a new value called Planet Amenities. Amenities represents infrastructure, facilities and jobs dedicated to fulfilling the day-to-day needs of the population. In order to not suffer penalties, a planet needs at least as many Amenities as it has Infrastructure, and any Amenities above or below that number cause increased/decreased Pop Happiness, respectively. Capital Buildings and many Ruler jobs produce a base amount of Amenities and may be sufficient for a sparsely populated mining world, but urbanized planets will likely need to dedicate part of their infrastructure to Amenities-producing jobs such as Entertainers to keep the population happy. Many of the things that used to directly increase Happiness in the old Tile system (such as Domestic Servants or certain special buildings) now produce Amenities instead, and direct Happiness-buffing modifiers have been made rare, so keeping your entire population perfectly happy is now something that requires dedication and resources, rather than just a matter of throwing down a couple of buildings and calling it a day.
https://forumcontent.paradoxplaza.com/public/388063/2018_08_30_4.png

Crime
Something else that we wanted to achieve with the new system was to create the potential for social and political unrest without necessarily having it take the form of a direct penalty or revolt, especially on heavily populated worlds. Crime is a value generated by all virtually all Pops with free will, and can vary between 0 and 100% on a planet. Happy Pops produce less crime, while unhappy Pops produce more crime, but only Pops at a perfect 100% happiness produce no crime at all. Crime has no actual direct penalty, but instead may result in events such as smuggler rings or organized crime taking root on the planet. These events and conditions are generally detrimental, but may also open up certain benficial opportunities and decisions that would not be available on a planet with perfect law and order. Nonetheless, a very high level of Crime is generally something to be avoided, as crime can lower stability and also result in Pops leaving their ordinary jobs and moving into special Crime jobs that appear on the planet and which take resources away from your empire rather than producing them. To combat Crime, you can build buildings such as Precinct Districts that create crime-suppressing Enforcer jobs. In general, empires that rely on repression and inequality to keep their Pops in line will need to employ more Enforcers, but there will also be other ways to manage Crime, possibly including ways to integrate the criminal enterprises as a fixture in your society (the exact details on this is still very much something that's a work in progress).
https://forumcontent.paradoxplaza.com/public/388064/2018_08_30_5.png

That's all for today! Next week we'll continue with the final part of the Planetary Rework dev diaries, on the topic of Machine Empires, Hive Minds, Habitats and other mechanics that are changing alongside the Planetary Rework.

Joah, geht weiter.

AG_Wittmann
30.08.18, 13:39
Buah, nach dem Update kann ich mich wieder reinarbeiten.

Iche_Bins
06.09.18, 15:23
Damit der Abo nicht alles alleine machen muss:

Hello everyone and welcome to another Stellaris development diary. Today we're going to continue on the topic that we started on in Dev Diary #121: The Planetary Rework coming in the 2.2 'Le Guin' update. As this is a massive topic that affects many areas of the game, we've split it into four parts. Today's part is the last one, in which we'll be talking about how some special empires and planets such as Hive Minds, Machine Empires and Habitats will work under the new planetary rework system.

Gestalt Consciousnesses
One of the aims of the Planetary Rework was that we wanted to be able to present the different kinds of societies in Stellaris as actually being different on the planet. Under the old system, the planet of a Gestalt Consciousness feels very much like the planet of any other empire, save for a few minor differences such as the fact that the pops don't have happiness. Under Le Guin, this will change considerably, with Hive Minds and Machine Empires getting their own districts, buildings, strata, jobs and planetary mechanics. Hive Minds and Machine Empires share some mechanical differences with normal empires - they do not produce Trade Value and have no internal trade routes (more on this in a later DD), their pops lack Happiness, and instead of Crime they have Deviancy, representing Drones that malfunction or go rogue in some manner. Instead of the normal Strata, pops are generally divided into Simple Drones and Complex Drones, with the previous producing amenities and raw resources and the latter producing research, unity and finished goods. Amenities for Gestalts represents the necessary maintenance capacity required for planet to be functional, and impacts Stability directly instead of affecting Pop Happiness. Stability is still a factor for Gestalts, representing how smoothly the planet is functioning as a part of the collective. A low-stability Gestalt planet will not experience revolts if there are only drones present on it, but it will be impaired in other ways, such as resource production penalties. Gestalts also not produce or require luxury goods, with the sole exception of Rogue Servitors that need it for their bio-trophies.
https://forumcontent.paradoxplaza.com/public/389233/2018_09_06_1.png

Hive Minds
In Le Guin, the planets of Hive Minds are focused around rapid growth. Instead of City districts, Hive Minds have Hive districts that provide a very large amount of housing, and each of their raw resource districts provides three jobs where a normal empire only gets two. Hive Minds use the normal biological Pop Growth mechanic, and can also make use of migration mechanics internally - drones will emigrate from overcrowded worlds and immigrate to worlds with free housing. Hive Minds also have a special building, the Spawning Pool, that provides Spawning Drone jobs which use a large amount of food to increase the rate of pop growth on the planet. Furthermore, Hive Minds have their own set of capital buildings that lack the 'colony shelter' level - a newly colonized Hive Mind planet has a fully functional capital present from day one. All of these mechanics make Hive Minds ideal for a 'wide' playstyle, expanding rapidly and claiming huge swathes of space for the Hive.
https://forumcontent.paradoxplaza.com/public/389234/2018_09_06_2.png

Machine Empires
Machine Empires share some similarities with Hive Minds, but rather than being focused on rapid growth, their primary focus is efficient use of resources. Like the Hive Minds, they have their own version of housing district, the Nexus District, and their resource extraction districts also provide three jobs where normal empires get two, but in addition to this they also have substantial bonuses to finished goods production, with jobs such as the Fabricator being a more efficient and productive variant of the regular alloy-producing Metallurgist. However, this comes at the expense of being unable to naturally produce new pops, having to rely on costly Replicator jobs to construct new drones. Machine Empires are ideal for an empire that wants to be self-sustaining, and truly shine when they have access to numerous kinds of natural resources.
https://forumcontent.paradoxplaza.com/public/389235/2018_09_06_3.png
Habitats
Finally, another mechanic from a previous expansion that is changing considerably in Le Guin is Habitats. Habitats are still acquired and constructed in the same way as before, but rather than being size 12 planets with a handful of unique buildings, Habitats are now a mere size 6 (8 with Master Builders), but have their own entirely unique set of Districts. Rather than building City, Mining, Farming or Generator districts, Habitats have the following districts available:

Habitation District: Provides housing
Research District: Provides researcher jobs
Trade District: Provides trade value jobs (Non-Gestalt only)
Leisure District: Provides unity and amenities jobs (Non-Gestalt only)
Reactor District: Provides energy-producing jobs (Gestalt only)


No matter the type, each District built on a Habitat provides a fixed amount of infrastructure (currently 5, or 1 building per 2 districts). Habitats can support most regular planetary buildings, and so can be further specialized towards for example trade, goods production or research, but lack virtually all ability to produce raw resources. Since research and unity penalties scale towards an empire's number of districts rather than planets in the Le Guin update, they are also highly efficient for tall empires, as Habitat districts provide a larger amount of housing, infrastructure and jobs compared to regular planet districts.

(NOTE: This interface is extremely WIP, the finished version will have non-placeholder art and better district number display, among other things)
https://forumcontent.paradoxplaza.com/public/389236/2018_09_06_4.png

That's all for today! Next week we're finally moving on to the rest of the Le Guin update, starting with the Galactic Market. We may be done talking about the planetary rework (for now), but there's much more to the update we've yet to even begin showing you!

[B@W] Abominus
06.09.18, 19:02
Sehe ich das richtig, dass ich künftig mit Nicht-Gestalt-Imperien keine Habitate zur Energiegewinnung habe oder ist damit der "Trade District" gemeint?

AG_Wittmann
06.09.18, 19:05
Habitation District: Provides housing
Research District: Provides researcher jobs
Trade District: Provides trade value jobs (Non-Gestalt only)
Leisure District: Provides unity and amenities jobs (Non-Gestalt only)
Reactor District: Provides energy-producing jobs (Gestalt only)

Energiegewinnung bleibt möglich, jedoch kein Handel, Einheit und Luxus möglich.

[B@W] Abominus
13.09.18, 18:41
Hello everyone and welcome to another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, on the topic of the Galactic Market. As said before, we're not yet ready to reveal anything about when Le Guin is coming out, only that it's a long time away and we have many more topics to cover before then. Also as said before, screenshots will contain placeholder art and interfaces and non-final numbers.

The Market
The Market is a new interface accessible from your topbar, where you can buy and sell resources. Resources are bought and sold for Energy Credits, with their prices dependent on a variety of factors such as whether the Galactic Market is founded, supply and demand, and possibly also from various events. On top of the actual price of the resource, there is also a Market Fee which has to be paid for any sale or purchase, equal to 30% of the purchase value. This Market Fee is there so that it will not be possible to make money by purchasing and then immediately re-selling resources at a higher price. Resources can be purchased either in bulk, or by setting up a monthly trade, where you for example specify that you want to sell 20 food and buy 10 minerals per month, and can set a minimum sale/maximum purchase price, if you want to ensure that major fluctuations in price do not disrupt your empire's economy too much.
https://forumcontent.paradoxplaza.com/public/391259/2018_09_13_1.png

Internal vs Galactic Market
At the start of the game, empires only have access to the Internal Market, which represents trading with actors inside your empire such as corporations and local governments, or in the case of Gestalt Consciousness empires, resource reprocessing. The prices on the Internal Market are set to always be higher than those on the Galactic Market, so relying too heavily on trading will be disadvantageous in the first few decades of the game. Some empires, such as Devouring Swarms, may only ever have access to the Internal Market (this is something we're still testing and balancing) and so might get better prices there. Once the game has progressed to the point where at least one empire knows about at least 50% of the other empires in the galaxy, the Galactic Market will eventually be founded. One empire that meets the criteria is picked as Market Founder, and their capital system becomes the Market Capital, spawning a special station and map marker to denote it. From then on, any empire (barring possible restrictions for Devouring Swarms and the like) that knows of the Market Capital system has access to the Galactic Market and is able to trade on it. The controller of the Market Capital get a reduction in their Market Fee and increased trade value for their trade routes (more on that in a later DD).
https://forumcontent.paradoxplaza.com/public/391260/2018_09_13_3.png

Prices on the Galactic Market are always lower than those on the internal market, though the actual prices will fluctuate based on supply and demand - every time Minerals are sold on the market, prices will drop, and conversely, every time they are bought prices will increase. The purchases and sales you make on the Galactic Market do not just affect your own prices but also those of other empires, so that it is possible to for example massively drive up Food prices by purchasing a huge amount of food, damaging the economy of any empire that is reliant on importing it. It isn't actually possible for a resource to 'run out' on the Market, so you will always be able to purchase critically needed resources, though the cost of doing so may be extremely prohibitive. However, some resources (such as Dark Matter and other rare strategic resources) will not be available until they are actually accessible to empires on the market in large enough quantities, and are not available on the Internal Market at all. The aim of the Galactic Market is to make it so that it is actually a viable strategy to specialize your economy, importing resources that are difficulty for your empire to produce and exporting resources that you can produce easily in large quantities.
https://forumcontent.paradoxplaza.com/public/391261/2018_09_13_4.png

Trader Enclaves
Since the Market has much of the same functionality as the Trader Enclaves from Leviathans, we're also changing said Enclaves for those with the Leviathans Story Pack. Instead of trading food, energy and minerals, Trader Enclaves will sell rare resources (Rare Crystals, Volatile Motes and Exotic Gases) in the form of monthly trade deals offered at advantageous prices. Each Trader Enclave will offer only one of these resources. Additionally, once you reach 50+ opinion, Trader Enclaves will sell special Governor-type leaders with unique, trade and commerce related traits. Finally, if you control the home system of a Trader Enclave AND have 50+ opinion with them, you will be able to build a special Starbase building in that system which lowers your Market Fee, allowing for cheaper trading on the Galactic Market.

Finally, just a note to say that we're ignoring the Slave Market tab of the Market screenshots on purpose - this is something that will be covered in a later DD.

That's all for today! Next week we're continuing to talk about the Le Guin update, on the topic of Sectors and Factions.

Und wieder ein neues...

AG_Wittmann
13.09.18, 20:36
https://www.youtube.com/watch?v=jBI-KGMySIQ

[B@W] Abominus
23.09.18, 19:57
Hello everyone and welcome to another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, on the topic of Sectors and Factions. As said before, we're not yet ready to reveal anything about when Le Guin is coming out, only that it's a long time away and we have many more topics to cover before then. Also as said before, screenshots will contain placeholder art and interfaces and non-final numbers.

Sector Rework
Sectors have always been a bit of a controversial feature. Even if you disregard arguments about the general level of competence of the sector AI, the fact that sectors effectively force the player to cede control over all but a few of their planets has never gone down well with certain players. In truth, the decision to force players to give planets to sectors was very much a result of the old tile system - because of the sheer amount of micromanagement that was involved in managing a large number of planets, it was decided that automation was necessary, and also to make that automation mandatory (barring mods) to effectively force players to not make themselves miserable by micromanaging the tiles of a hundred different worlds. With the planetary rework in the Le Guin update, we no longer feel that this mandatory automation is needed any longer, and so we've decided to rework the sector system entirely.

Instead of being autonomous mini-economies, sectors are now administrative units in your empire, with their layout decided by galactic geography, with each sector corresponding to a cluster of stars in the galaxy. Sectors are automatically created when you colonize a planet in a previously uncolonized cluster, and your 'core sector' is simply the cluster in which your capital is located. All interfaces that are relevant to sectors and planets (such as the outliner) are now organized by collapsible sector entries, allowing for better overview and management of a large number of planets. As before, each sector can have a governor assigned to it, but sectors now automatically send all of their production to the empire stockpile instead of having their own fully realized economy. However, since we still want players to be able to offload some of the planetary management when controlling a large number of worlds, it is still possible to allocate resources to a Governor, who will use those resources to develop the planets under their control. This of course means that there is no longer any core sector limit, and anything that previously used to give a bonus to core sector planets has either been changed into a different bonus or removed altogether.

EDIT: Since there's a lot of questions about leader capacity, please read down a bit further in the thread where I address this issue. Thank you!

(Note: Image is highly WIP and has missing elements)
https://forumcontent.paradoxplaza.com/public/392895/2018_09_20_2.png
Faction Happiness Rework
Factions are also changing in Le Guin, though not to nearly the same degree as sectors. Most of the core mechanics of factions will remain the same, but Faction Happiness is being changed into something we call Faction Approval, measuring how much a Faction approves of your empire's policies. Where previously Factions would only give influence when above a 60% happiness threshold, Factions now always give some influence, with the amount scaling linearly to their Approval, so a 10% Approval faction will give only 1/10th of the influence that a 100% Approval faction gives you (the amount they give also still scales to their share of power in your empire). Faction Approval is also no longer directly applied to Pop Happiness, but rather will affect the happiness of Pops belonging to that faction at different thresholds, with small boosts to happiness at higher levels of approval and increasingly severe penalties to happiness at low levels of approval (effectively swapping the influence threshold for various happiness thresholds).

This should mean that even small boosts to faction approval now directly translates into influence gain, and that factions almost always give *some* benefit, even if that benefit may be outweighed by the unhappiness and unrest they can cause. We're also hoping to have time to review the faction issues, tying them more directly to policies to make them easier to understand. For example, instead of demanding that all species have their rights manually set to Full Citizenship, the Xenophile faction might demand a certain empire-wide policy setting that forces the equal application of species rights across all species.
https://forumcontent.paradoxplaza.com/public/392893/2018_09_20_1.png

That's all for today! Next week we're continuing to talk about the Le Guin update, on the topic of Trade Value and Trade Routes.

War im Urlaub, sorry.

[B@W] Abominus
30.09.18, 12:23
Hello everyone and welcome to another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, on the topic of Trade Value and Trade Routes. As said before, we're not yet ready to reveal anything about when Le Guin is coming out, only that it's a long time away and we have many more topics to cover before then. Also as said before, screenshots will contain placeholder art and interfaces and non-final numbers.

Trade Value
Trade Value is a new value that's being added in the Le Guin update for non-Gestalt empires, representing the civilian and private-sector economies of these empires. All Pops generate a small amount of Trade Value based on their living standards, with higher living standard Pops generating more trade value, and is also produced by a number of different jobs such as Clerks and Merchants. Additionally, Trade Value can be found as deposits in space, representing various resources that don't have a direct industrial application but might still be desirable to your population (for a real-life example, think of things like as precious stones used in jewelry). Trade Value has no inherent purpose, but can be turned into other resources by being exploited, representing taxation and tariffs imposed on the civilian economy by an empire that has the necessary infrastructure in place to benefit from it.
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_09_27_1-png.406918/
In order for Trade Value to count as exploited, it has to fulfill two conditions:

1) There must be an upgraded Starbase in range from the system to collect the Trade Value. By default, upgraded Starbases can only collect inside their own system, but their collection range can be extended by constructing additional Trade Hub modules, with each module extending the collection range by a single system up to a maximum of 6 hyperlane jumps away. You do not need to build an orbital station to collect trade value from planets - this is done automatically if it is in range of a collecting Starbase.

2) Once collected, Trade Value needs to be sent to your capital system. This will be done automatically if the Starbase collecting is located in said capital system, but otherwise the Starbase must be connected to the capital through a Trade Route (more on that below).

Trade Value that is successfully exploited will be converted into other resources (currently, trade value is turned into energy credits at a 1:1 conversion rate, but which exact resources it becomes is fully scriptable and may differ depending on your empire type) and added to your monthly income.
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_09_27_1_2-png.406919/

Trade Routes
Trade Routes are paths are that used to connect remote Starbases to your capital in order to exploit the trade value collected there. Each upgraded Starbase can support a single Trade Route by connecting to another Starbase, which is where the first Starbase will send all of its collected trade value. For example, an empire might have a remote Starbase (we'll call it starbase A), which is sending trade value to another Starbase closer to the capital (starbase B), which in turn sends on both its collected trade and all trade sent to it by starbase A on to the capital. The player has full control over which Starbase sends its value where, and can redraw routes, though there may be an efficiency loss on a newly drawn route for a time.

This means that if starbase A collects a value of 10 from the systems around it, and starbase B collects 15, 10 value will be sent from A to B and all 25 combined value is then sent on to C (the capital) and is successfully exploited. Any trade value that fails to reach the capital, either because of lack of collection, lack of a route, or piracy (more on that below) is wasted - the empire gets no benefits from it - so it'll be especially important to ensure any populous colonies that are generating a lot of trade value are properly connected via trade routes to your capital.

Trades routes will have a special map filter showing routes, protection and piracy, and is also planned to be visualized inside the systems, but more on that later.
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_09_27_2-png.406920/
(Ignore any weird visuals such as sector borders, it's just a bug)

Piracy and Trade Defense
Of course, all that lucrative merchandise being moved through space won't exactly go unnoticed by the less savory elements of your empire. Over time, piracy will begin to accumulate along trade routes, especially routes with a high degree of trade value moving through them. For each system with piracy that the trade route passes through, a certain amount of the trade value will be lost. To combat piracy, an empire can make use of a combination of Starbases and fleet Patrols. All upgraded Starbases will have a trade protection value, that is essentially a minimum amount of trade value that will always make it through any system under their protection, regardless of the level of piracy (representing heavily escorted merchant convoys). By default, this trade protection is only for the system they are located in, but can be extended to additional systems by building defensive modules such as Hangar Bays.
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_09_27_3-png.406922/

Additionally, any military fleet can be given orders to patrol a route between two Starbases to actively eliminate pirates and reduce the amount of piracy in the systems. The old system of spawning pirate ships in empty systems adjacent to your empire will also change - instead, pirate fleets may spawn in systems where a large amount of trade value is being lost to pirates. Overall, pirate fleets is something you will experience less often and can actively work to prevent, but will be more of an actual threat when they do spawn. We will most likely keep some sort of penalty for having a sprawling empire with a lot of unprotected connections, possibly by simply raising the amount of piracy experienced along your trade routes, or some sort of efficiency penalty. We may also have a system similar to the old pirates for Gestalts, since they do not have access to Trade Value or Trade Routes.
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_09_27_4-png.406923/
(Yes, we know the grammar/spelling is wrong, no need to point it out - the icons are also placeholders)

That's all for today! Next week we're continuing to talk about the Le Guin update, on the topic of Decisions and Planetary Bombardment

EDIT: Since it keeps being asked, at this point we are not ready to talk about how trade trades/trade agreements with other empires will work, only that they will exist in some form.

Sorry, hatte noch keine Lust...

[B@W] Abominus
04.10.18, 17:54
Hello everyone! We’re back yet again for another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, and as promised last week, the topic will be Decisions and Planetary Bombardment.

And before we get right into it I of course have to reiterate that we're not yet ready to reveal anything about when 2.2 ‘Le Guin’ is coming out, and that screenshots may contain placeholder art, interfaces and non-final numbers.

Decisions
Planetary edicts are gone - long live Decisions! Decisions is a new feature that will replace the old Planetary Edicts. We’ve always wanted to do more with planetary edicts, and Decisions now allow us to do a lot more cool stuff. Some Decisions can be enacted on any planet (colonizable or not) in your empire’s borders. Decisions can cost any resource, and can also require a certain amount of time to pass before the effect will take place. For example, the Mastery of Nature Ascension Perk now allows you access to Land Clearance – the Decision (see image below). Some Decisions will have toggle options – like for example Martial Law. Enacting the Martial Law Decision allows you to later on Revoke Martial Law should you wish to do so.

https://lh5.googleusercontent.com/Kt5zDF7ysS6KVpmRVmsTy1H4su1CCRVoHlpUDfeCU1P6GcJO74VRhFMyH2TQr1DWjQwWQOVASHbUs4L5TPfpQYPLqkgWSQC8xkeQ COET4M1IghVV57djixJXkI3V5szhUhmqFHHx

The system will be fully moddable and we’re looking forwards to seeing what cool stuff the community can come up with.

Planetary Bombardment & Devastation
To better fit with the new systems, bombardment has been slightly reworked.

When a planet gets bombarded it will suffer Devastation. Devastation ticks up from 0 up to 100, and is a direct penalty to your planet’s housing, amenities, trade value and pop growth. Clearing Devastation will take time and cost resources, as one would expect.

Fleets, as you know, have different Bombardment Stances – each with its own effect on how fast Devastation ticks up and how large chance there is for a Pop to be killed during bombardment. The higher the Devastation is on a planet, the higher the chance is for a Pop to be killed. When a building slot becomes invalid due to no longer having the amount of Pops required for it to operate, the building occupying it will become Ruined. A Ruined building may be repaired once the requirements of the building slot are once again met.

https://lh5.googleusercontent.com/c60pxo4Wqly2mChUwM0sKjLR5dKmAqm-LV74TokLk95hZ4NriBZ36dWyuVZg-AkY0F2ajq8iyVbvFGugL77Di2GvNyz9XrOJNFVksVNTFlBhZaabLdgDzTiCkGPC1aPRsdrEzOo4

For those concerned that Devastation is too punishing, rest assured that we will be looking into that. Recovering from Devastation should never feel like an impossible task.

Next week our we will continue covering the features of the 2.2 ‘Le Guin’ update with the topic of Tradition rework. Because this week’s dev diary is a bit shorter, I’ll leave a teaser for next week. Enjoy!

https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-10-4_14-9-13-png.408341/

Ja, nett, mal wieder.

[B@W] Abominus
17.10.18, 16:22
Hello everyone! Today you will be able to enjoy yet another Stellaris development diary, so that the drudgery of ordinary life gets momentarily replaced with excitement and joyous anticipation. As promised we will continue by detailing the features in the free 2.2 'Le Guin' update, and the topic will be the traditions and how they have been updated to work with our new game systems.

As per usual I of course have to reiterate that we're not yet ready to reveal anything about when 2.2 ‘Le Guin’ is coming out, and that images may contain placeholder art, interfaces and non-final numbers.

Lets get started then! Updating the traditions was of course a necessity with the reworked economy, but a secondary objective was also to make the themes of each tradition tree be more well-defined. A tradition tree should stick to a theme or a playstyle, while also making sure the bonuses are as unique and fun as possible.

Expansion
The Expansion Traditions are themed around colonizing faster, growing a large population, and generally having a large empire.
410138 410139 410140410141
410142 410143 410144

Domination
The Domination Traditions are no longer focused around vassals, but are instead focused around reducing crime, better workers and slaves, and better rulers and governors.
410145 410146 410147410148
410149 410150 410151

Prosperity
The Prosperity Traditions are themed around improving planets and making specialists better.
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410156 410158 410157

Harmony
The Harmony Traditions are themed around sustainability, amenities, and stability.
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410164 410165 410166

Supremacy
The Supremacy Traditions are themed around domination of space. You will be able to field larger fleets and upgrade more starbases, while both of them will also be stronger.
410168 410169 410170410171
410172 410173 410174

Diplomacy
The Diplomacy Traditions are themed around federations, the galactic market and trade.
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410183410191 410184

Discovery
The Discovery Traditions are themed around research and space exploration.
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410188 410189 410190

That covers most the traditions and how they have been updated to the new system. As you saw, some of them still have some work that needs to be done. They are also still prone to change and numbers are non-final and all that.

Tune in for a short stream today where I’ll be talking some more about the traditions, and perhaps showing up some the more unique traditions for gestalt empires and purifiers.

Next week we will continue to mercilessly tease you about the upcoming update by showing some of the New Technologies, so make sure to mark it in your calendars!

Die ganzen Bilder findet man hier: https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-129-tradition-updates.1123421/
Wenn ich Zeit finde, verlinke ich die noch.

[B@W] Abominus
19.10.18, 00:39
Hello everyone and welcome to another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, on the topic of new technologies that we have added in the update. As said before, screenshots will contain placeholder art and interfaces and non-final numbers.

New Economic Techs
As part of the economic system and planetary management changing, we also had to deal with how the various technologies governing resources and the economy would change. Previously, new economic technologies would usually unlock building upgrades, leading to a spree of upgrade-clicking across your planets when your empire got access to a new level of mining technology or similar. As one of the stated goals of the planetary rework was to remove unnecessary micromanagement, we decided to split resource technologies into two types: Raw Resource Technologies, affecting jobs that produce basic resources such as Minerals, Food and Energy and Advanced Resource Technologies, affecting jobs that produce advanced resources such as Consumer Goods and Alloys.

Typically, Raw Resource Technologies provide an instant and straightforward bonus to production, such as a bonus to mineral output from Miners, while Advanced Resource Technologies offer upgrades to buildings such as Foundries into more efficient versions that provide more of that particular type of resource production job. There are, of course, exceptions to this rule (for example, buildings like Mineral Purification Plants that improve planet-wide mineral yields) but as a general rule it holds true. Also, we are aware that some people consider straight bonus technologies to be boring, but it would both be unfeasible and entirely undesirable for all of the hundreds of technologies that you can research in Stellaris to require active engagement on the part of the player - we'd simply end up with a whole lot more of the same kind of tedious chore that was the old building upgrade system.
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_18_1-png.411576/
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_18_3-png.411578/
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_18_9-png.411584/

We've added several new technologies for Mining and Research stations that increase their efficiency, so space-based resource extraction now increases with time and technology just as planet-based resource extraction does. There's also a number of new technologies related to rare resources such as Exotic Gases to either be extracted from natural deposits, or synthetically created in the event your natural deposits are insufficient for your needs.
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_18_2-png.411577/
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_18_4-png.411579/

Specialized Planet Technologies
Of course, not all the new technologies are related to resources. One of the advantages of the new planetary management system is that it allows us to create planets that are truly different from each other, and one of the applications of this potential will be technologies that allow you to designate a highly specialized role for a planet. Currently, there are two specialized planet technologies planned for Le Guin, Penal Colonies and Resort Worlds, each of which unlocks a decision that allows you to transform a newly colonized planet into a Penal Colony or a Resort World, respectively. At time of writing, you can only have one of each of these in your empire at a time, though this may change before release.
Penal Colonies are planets where the other colonies in your empire can dump their criminal elements. Penal Colonies have vastly increased crime, but get an increase to immigration pull and also reduce crime on all your other planets. You can only make a planet a Penal Colony while it still in the newly colonized stage (ie: before upgrading the capital at least once). The planet must also be at least size 15 to qualify for being a Penal Colony.
Resort Worlds are planets that have been set aside for tourism and leisure. Resort Worlds cannot have any districts built on them, and cannot support resource-producing buildings, but have maxed-out habitability for all pops (representing climate-controlled resorts) and increase amenities on all other colonies in the empire. Resort Worlds have their own special set of capital buildings that provide some housing. You can only make a planet into a Resort World if it has no districts and no buildings (besides the capital) constructed on it. The planet must also be at least size 15 to qualify for being a Resort World. Depending on what we have time for, it's possible that the 'quality' of the resort world will impact how much amenities it will give other planets (for example, a Gaia World would be an ideal resort).
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_18_5-png.411580/[/IMG]
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_18_6-png.411581/[/IMG]

Finally, in no specific order, here's an assortment of some (but far from all) of the new and changed technologies you can expect to see in Le Guin:
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_18_7-png.411582/
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_18_8-png.411583/
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_18_10-png.411585/
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_18_11-png.411586/

That's all for today! Next week we're going to be doing a dev diary, I just can't tell you what it's going to be about just yet. I'm pretty sure you're going to find reading it to be a net gain though, so stay tuned!



Und das nächste DD...

[B@W] Abominus
25.10.18, 16:51
Hello everyone and welcome to another Stellaris development diary. Today marks the first dev diary about MegaCorp, the major expansion accompanying the 2.2 'Le Guin update', and the topic is the titular feature of MegaCorp: MegaCorporations. As said before, screenshots will contain placeholder art, prototype interfaces and non-final numbers.

MegaCorporations
A MegaCorporation is a type of empire that uses the new 'Corporate' authority added in MegaCorp. It is an interstellar empire that is structured like a business, and is focused on trade, building tall and generating large amounts of Energy Credits. Unlike the other two new authorities added in Utopia and Synthetic Dawn, the Corporate authority does not have a special ethic, but rather can support any combination of the regular empire ethics - you can play your MegaCorp as an authoritarian spiritualist corporation with indentured workers, or an egalitarian co-op that looks after the welfare of its citizens. Regardless of your ethics though, the Corporate authority has the Oligarchic election format, with a new leader elected every 20 years from a pre-selected pool of candidates.
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_25_1-png.413074/

The Corporate authority comes with its own special set of civics and a number of advantages and drawbacks. MegaCorps get a higher administrative cap (how large your empire can grow without suffering penalties such as tech and unity cost increases), but take double the penalty that normal empires do from being above said cap. This means that MegaCorps are ill-suited to controlling large swathes of space directly, and should focus on claiming fewer, better quality systems and planets. MegaCorps also have special variants of the Administrator and Culture Worker jobs called 'Executive' and 'Manager' respectively, that both produce trade value in addition to their other effects.
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_25_2-png.413075/
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_25_3-png.413076/

The Corporate authority fully replaces the old 'Corporate Dominion' civic for those who have the MegaCorp expansion, but Corporate Dominion is still available as a civic pick if you do not have MegaCorp.

Branch Offices
To compensate for their deficiencies when it comes to controlling territory directly, MegaCorps have the ability to construct Branch Offices on the planets of other empires. A Branch Office is a separate part of the planet screen that is managed by the controlling MegaCorp, where said MegaCorp can construct special Corporate Buildings. Branch Offices can normally only be established on the planets of regular (non-Gestalt, non-Corporate) empires that the MegaCorp has signed a Commercial Pact with. Commercial Pacts are trade agreements signed between two non-Gestalt empires that allow each empire to gain income relative to the size of the other empires' collected trade value, and is a part of the free Le Guin update. For MegaCorps, however, they additionally open for the MegaCorp to establish Branch Offices by paying a fixed sum of Energy Credits.
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_25_4-png.413077/

Branch Offices generate income for the owning MegaCorp based on the amount of trade value present on the planet, and so are best constructed on planets with a large number of Pops. Additionally, for every 25 pops on the planet the MegaCorp can build one Corporate Building, up to a maximum of four. Corporate Buildings are typically mutually beneficial, providing the Corp with some sort of modifier (such as Naval Capacity) or production of a resource (such as Alloys), and giving the planet owner some sort of modifier (such as Amenities) or an increased number of jobs. Many Corporate Buildings also incrase trade value, which benefits both the owner of the planet and the MegaCorp. As a general rule however, the MegaCorp will always benefit more than the owner of the planet. Branch Offices add a small amount of empire size to the MegaCorp, and it will generally not be worthwhile to build them on sparsely populated worlds.
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_25_5-png.413078/[img]

While Branch Offices require a Commercial Pact to be established, cancelling the Commercial Pact does not automatically close them down - once a MegaCorp is established on your planets, it's not that easy to get rid of! Instead, any empire with a planet where a MegaCorp has an 'unlicensed' (no active Commercial Pact) Branch Office will get the 'Expropriation' Casus Belli on the Corp, which if pressed successfully in war shuts down all Branch Offices on that empire's worlds, with the attacker gaining a sum of Energy Credits for each office shut down. However, one should be careful not to declare an Expropriation war they might lose - if the MegaCorp forces surrender on the attacker, the attacker is forced to become a Subsidiary of the MegaCorp (see below for details). It is not possible for a MegaCorp to establish a Branch Office on the planet of an empire they are at war or have an active truce with.
[img]https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_25_6-png.413079/

Subsidiaries
Subsidiaries are a special kind of subject available only to MegaCorps, and replacing all the other normal forms of subject (Vassal, Tributary, Protectorate) for them. Subsidiaries have some diplomatic independence, and can expand into new systems and wage war among themselves, but are required to join the MegaCorp in their wars and pay 25% of their energy credit income to their Corporate overlords. Subsidiaries can not be integrated.
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_25_7-png.413080/

In addition to their more straightforward 'regular' civics, MegaCorps also have two gameplay-changing Civics, Criminal Heritage and Gospel of the Masses:

Criminal Heritage
Criminal Heritage has no ethics requirements but cannot be added or removed once the game has begun. It turns the MegaCorp into a criminal syndicate that cannot enter into Commercial Pacts, but does not need the permission of other empires to establish Branch Offices on their planets. The income of their Branch Offices scales to the level of crime on the planet, with a higher level of Crime providing more income, and they have their own set of Corporate Buildings that generally increase crime on the planet in addition to their other effects. Criminal Corporate Buildings are not entirely negative for the owner of the planet, however, especially if that owner has opted to co-exist with criminal elements on the planet. It is also possible to counteract Criminal Syndicates by heavy use of law enforcement, as a low level of crime on the planet will both cut into the income of the Crime Syndicate and makes it possible for an event to fire where law enforcement shuts down the criminal Branch Office on the planet and blocks any further such offices from being built for a time.
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_25_8-png.413081/

Gospel of the Masses
Gospel of the Masses requires spiritualist ethics and can be freely added and removed after the start of the game. It turns the MegaCorp into a MegaChurch that gains a large boost to spiritualist ethics attraction and which gains economic benefits from spiritualist pops on their planets and branch office planets in the form of increased trade, representing tithing and a general cult of consumerism and spending. They can build a special Temple of Prosperity building on their branch office planets which boosts Spiritualist attraction, resulting in more spiritualist pops and economic benefit to both the MegaChurch and the owner of the planet, though an empire that does not wish its pops to start turning Spiritualist may want to consider carefully before allowing the MegaChurches to gain a foothold on their planets... assuming they have a choice in the matter, as Gospel of the Masses can be combined freely with the Criminal Heritage civic.
https://forum.paradoxplaza.com/forum/index.php?attachments/2018_10_25_9-png.413082/

That's all for today! Next week we're going to continue talking about the MegaCorp expansion, on the topic of Ecumenopolises and new Megastructures.

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-131-megacorporations.1125380/

[B@W] Abominus
03.11.18, 19:22
Hello everyone!

On this stellar day you will be able to read another of our dev diaries about the upcoming expansion - MegaCorp.

Like always I have to mention that we’re not yet ready to reveal when MegaCorp is due to being released, and that this article may contain placeholder art, interfaces and non-final numbers.

For this dev diary we will be exploring some of the new cool features in the MegaCorp expansion – namely Ecumenopolises and new Megastructures.

Ecumenopolis
“Thus shall we make a world of the city, and a city of the world”.

https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-1_12-43-29-png.414545/

The city planet is here. To create a Ecumenopolis, you first need to unlock the associated Ascension Perk. The ascension perk is only available for non-gestalt empires, and requires the new Anti-Gravity Engineering technology.

https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-1_12-40-47-png.414540/
https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-1_12-41-55-png.414541/
Once you have the ascension perk, a decision will appear on your colonized planets. To be able to enact the decision, you need your planet to be entirely filled with only City Districts, in addition to the cost.

https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-1_12-42-36-png.414544/

Ecumenolopises replace the regular districts with special districts available only to the ecumenopolis. These districts are Residential Arcology, Foundry Arcology, Industrial Arcology and Leisure Arcology. These districts are more powerful and provide a lot more jobs than regular districts. Additionally, Ecumenopolisis provide a bonus to pop growth and resource production for all jobs on the planet.

https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-1_12-44-33-png.414546/https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-1_12-44-43-png.414547/https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-1_12-44-53-png.414548/https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-1_12-45-7-png.414549/

The Arcology Project is a must for anyone wishing to build a truly "tall" planet.

Megastructures
MegaCorp is releasing with 4 new Megastructures:
Matter Decompressor
Strategic Coordination Center
Mega Art Installation
Interstellar Assembly
These new megastructures will be unlocked by the Galactic Wonders Ascension Perk.

https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-1_12-49-38-png.414554/

Megastructures have also received a balance pass to fit the new economy, and thus they now cost alloys to build instead of minerals.

Matter Decompressor
https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-1_13-2-29-png.414565/
The Matter Decompressor works similar to the dyson sphere, but using technology far too complex to try to explain here, it extracts minerals instead of energy. It has 4 levels which provide:
Minerals: 250/500/750/1000

Strategic Coordination Center
https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-1_13-5-53-png.414570/
The armored hull of the Strategic Coordination Center houses the cream of our military command, who devote their time to strategy and planning in this state-of-the-art facility. It has 3 levels and provide the following effects:
Naval Capacity: 75/150/225
Starbase Capacity: 5/10/15
Defense Platforms: 8/16/24
Sublight Speed: 5%/10%/15%

Mega Art Installation
https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-1_13-10-10-png.414576/
An artistic beacon on a stellar scale, this installation inspires and represents the spirit of its creators. The Mega Art Installation also has 3 levels, but with the following effects:
Unity: 100/200/300
Amenities: 5%/10%/15%

Interstellar Assembly
https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-1_13-20-14-png.414580/
A meeting place for galactic powers, increasing immigration attraction and global opinion of us. The Interstellar Assembly has 4 levels with the following effects:
Immigration Pull: 25%/50%/75%/100%
Other empire's opinion: 10/20/30/50

----

Don’t forget to tune in today to our Twitch stream at 15:00 CET for the Stellaris dev clash. The campaign will begin its second session, and you would not want to miss it!

That's all for this week, folks. Come back next week when we will be talking about The Caravaneers and the Slave Market.

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-132-ecumenopolis-and-megastructures.1126335/

[B@W] Abominus
08.11.18, 17:51
Hello everyone!

Today we’re back for this week’s installment of the Stellaris Dev Diary!

Now for the standard reminder that we’re not yet ready to reveal when MegaCorp will be released, and that screenshots may contain placeholder art, interfaces and non-final numbers. That said, you’re now free to begin the honored tradition of ignoring that and start arguing about any numbers posted or asking for a release date.

Anyway, let’s begin! Today we will be covering The Caravaneers, another cool feature in MegaCorp.

The Basics
The Caravaneers are space-based traders who send out fleets across the galaxy to offers you great deals! The best deals! There are three different Caravaneer fleets who set out from their coalition base in Chor’s Compass.

https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-8_11-59-23-png.416070/

https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-8_12-16-9-png.416082/


The Fleets
Like mentioned earlier, there are three new fleets of traders roving the galaxy, known as Racket Industrial Enterprise, the Numistic Order, and the Vengralian Trium.

https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-8_12-18-27-png.416085/

https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-8_12-19-42-png.416089/

They travel across the galaxy, and when they show up in your space they will offer you lucrative deals. Each fleet has their own set of specialized deals and may ask for different things in return for what they are offering.

https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-8_12-0-48-png.416071/

https://forumcontent.paradoxplaza.com/public/403425/upload_2018-11-8_12-1-20.png
https://forumcontent.paradoxplaza.com/public/403427/upload_2018-11-8_12-1-45.png
https://forumcontent.paradoxplaza.com/public/403429/upload_2018-11-8_12-3-4.png


The Caravaneer Coalition Base
For those who seek to enjoy some quality pastime, a visit to the caravaneer base is surely worth a visit! The caravaneers have some great deals on offer – only Energy Credits are accepted for being exchanged for the exciting CaravanCoinz! (Your primitive £, $, € won't be accepted here!)

CaravanCoinz allows you partake in some excellent games of chance, or to buy sealed boxes of loot. Who knows, maybe you will be lucky enough to find the most glorious and precious thing known in the galaxy – The Galatron.

Either way, a visit to the caravansary coalition base is not something you’ll regret!

Wow, so many great deals to look forwards to!

https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-8_12-6-32-png.416080/

https://forumcontent.paradoxplaza.com/public/403431/upload_2018-11-8_12-5-4.png
https://forumcontent.paradoxplaza.com/public/403432/upload_2018-11-8_12-5-26.png

That is it for this week, folks! Next week we will be back with another exciting topic - namely the Slave Market (and some additional minor stuff)!

Also don't forget to tune into Twitch at 15:00 CET for the third session of the Stellaris Dev Clash.



Ah ja, immer mal was neues...

Sunabouzu
09.11.18, 19:45
Wir haben das ganze nicht sehr intensiv verfolgt, wird es auch neue End Game Krisen geben?

AG_Wittmann
09.11.18, 20:13
Bestimmt, Rezession und Griechenland.

[B@W] Abominus
15.11.18, 22:10
Hello everyone!

We’re back for this week’s installment of the Stellaris Dev Diary. This week we will covering a mix of paid and free features. More exactly, we’ll be talking about the Slave Market, Unity Ambitions and new Mandates. I bet I know which one you’ll want to read about first, so let’s start with that one.

Before we start I need to reiterate that this dev diary contains things that are WIP, with non-final numbers, interfaces or mechanics that might change.

The Slave Market (PAID)
To better facilitate slaver playstyles, we’ve added the Slave Market feature to MegaCorp. This will allow more easy transfer of slaves between empires. In MegaCorp, nothing can stand in the way of the pursuit of profit.

Access to the Slave Market is granted once the Galactic Market is founded. Only empires that also have access to the Galactic Market will be able to use the Slave Market. Only Pops that are currently Slaves are able to be sold on the Slave Market, but anyone can buy them (either to set them free or to put them to work). We're also considering making (non-Gestalt) robots that do not have citizen rights buyable and sellable on the market.

https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-15_12-9-5-png.417993/

To sell a slave you select one or more Pop(s) on a planet (it must be enslaved). Right now the interface shows planets as the drop-down, but we will be changing it so that you first select a species, and then the list shows the different planets. We’re tweaking the interface right now, so some things might look a bit different as the next couple of weeks pass.

https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-15_12-11-5-png.417996/

When you have decided which slaves to sell, they will be put on the market. The price of slaves is 500 ± the cost affected by traits. The traits that make them good slaves drives the price up, while things that make them bad slaves drives the price down. Many traits will not affect the cost of a slave.

https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-15_12-11-51-png.417997/

To buy a slave, you select a destination planet and then simply click the buy button. This will complete the transaction and move the pop to your selected planet.

We are considering adding a simple bidding process as an additional step, but at this time we cannot promise that we will have time to add it before the release of MegaCorp.

Unity Ambitions (FREE)
Because of the changes to the economy system, with Unity coming from multiple sources and being a more integrated resource, we wanted to make sure that Unity is always useful. Previously a paid feature in Apocalypse, Unity Ambitions have now been made a free feature in 2.2 'Le Guin'.

Mandates (FREE)
Since we've added a bunch of new mechanics with 2.2 'Le Guin', we now have a lot more things that we can hook into. As a result of that, we have reworked and added a bunch of new mandates for democratic empires. They usually go along the lines of building more districts, building more stations to gather resource, to increasing monthly income etc.

https://forum.paradoxplaza.com/forum/index.php?attachments/upload_2018-11-15_12-13-48-png.417999/

That is what we have for this week. Next week we’ll return with a Dev Diary about what the community can expect in terms of new Modding capabilities for 2.2 (hint: It's a *lot* of new capabilities).

Don’t forget to tune into Twitch for the Dev Clash at 15:00 CET, so you can see us whack at each other with our new pointy sticks! You can also watch a summarized version on YouTube.

Was ist besser als Xenos purgen? SKLAVEREI! MUAHAHAHA!

AG_Wittmann
15.11.18, 22:20
Endlich kann man sich das Essen aussuchen. Ach verdammt, darf ja nicht teilnehmen als Kollektivbewußtsein.

[B@W] Abominus
15.11.18, 22:51
Öh, doch, soll wohl gehen als Schwarm etc..

JoeMill
20.11.18, 20:39
Release Date ist bekannt. Es kommt am 06.12.2018 raus:

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-megacorp-release-date-story-trailer.1130062/

[B@W] Abominus
20.11.18, 20:43
What? So fix... man man man...

AG_Wittmann
20.11.18, 21:24
Endlich das Kostüm für Vladimir Hoskanner mal ausprobieren am 6. Dezember.

X_MasterDave_X
21.11.18, 02:01
Abominus;1129716']What? So fix... man man man...

Kaufst du es eh erst wieder wenn es bei 50% ist....oder greifst du bei Stellaris DLC´s sofort zu?

[B@W] Abominus
21.11.18, 08:29
Kaufst du es eh erst wieder wenn es bei 50% ist....oder greifst du bei Stellaris DLC´s sofort zu?

Nein, aber der Patch ist natürlich interessant, insbesondere wegen des Tiles-Systems.

AG_Wittmann
21.11.18, 12:07
https://www.youtube.com/watch?v=BHqZa8X7XZs

[B@W] Abominus
24.11.18, 19:41
Greetings!

Today we’ll be taking a look at the script changes coming in the 2.2 ‘Le Guin’ update. We’re going to get pretty nitty and gritty here, so feel free to skip this one and join the hype train on Twitter if you’re not interested in the modding side of things.

I won’t be able to cover absolutely everything that’s changed in 2.2 in this dev diary, but we’ll be getting into some of the major changes so you can start thinking about how to update your mods!

First, some bits and bobs
The sequential if/else_if/else syntax now applies to triggers as well as effects. Give your mod a once-over to make sure your triggers conform; the old syntax may not generate errors in the log, but can cause unintended behavior.
Triggers and effects with hard-coded references to resources have been partially or completely removed and replaced with alternatives that can handle any new resources you see fit to script. E.g. in place of “energy >= 200” you will now use “resource_stockpile_compare = { resource = energy value >= 200 }” and “add_resource = { my_mod_resource = 10 }” etc.
Most of the new "economic units" come with a suite of automatically-generated modifiers; if you add a new District, there will be a modifier to increase the number of such districts on a planet. If you create a new job, there will be a modifier to add such jobs, and so on. This will make more sense when you familiarize yourself with the system.
Random_* effect weighting! We dredged this one up from the dankest pits of the code caves; some of you may already have discovered this functionality. Virtually all random_* effects (e.g. random_playable_country, random_owned_ship, etc.) can be weighted to make some objects more likely to be picked than others (that still meet the basic limit criteria). The weighting needs a base, and modifiers that take add or mult.


random_playable_country = {
limit = { # has comms with 16 or more empires
count_country = {
limit = {
is_country_type = default
has_communications = prev
}
count >= 16
}
}
weights = {
base = 1
modifier = { # strongly weighted towards democracies
add = 6
has_authority = auth_democratic
}
modifier = { # twice as likely for players
mult = 2
is_ai = no
}
}
country_event = { id = my_mod.1 }
}


Planetary & Economy Rework
As any Content Designer will tell you, the best way to learn script is to read script (working with other Paradox developers also helps, but not all are so lucky). I’ll be posting some examples of entries in the cornerstones of the new economy and post-Tiles planet system: the Planetary Features, Districts, Buildings, Jobs, Social Strata, and Resources databases.

Planetary Features
common\deposits\
The old concept of Deposits has been reworked into Planetary Features, though they’re still referred to as deposits in script. They’re more flexible than the old deposits in many ways, now that they’re not tied to Tiles. They can change when terraformed, apply generic modifiers to planets, and Blocker-type features can execute generic effects when cleared by the player.


d_rich_mountain = {
is_for_colonizeable = yes
use_for_min_max_adjustments = yes

category = deposit_cat_minerals

use_weights_for_terraforming_swap_types = yes
should_swap_deposit_on_terraforming = yes
terraforming_swap_types = {
d_submerged_ore_veins
}

planet_modifier = {
district_mining_max = 3
}

potential = {
OR = {
is_planet_class = pc_continental
is_planet_class = pc_desert
is_planet_class = pc_alpine
is_planet_class = pc_arctic
is_planet_class = pc_arid
is_planet_class = pc_tundra
is_planet_class = pc_gaia
}
}

drop_weight = {
weight = @low
modifier = {
factor = @planet_type_bonus
is_cold = yes
}
}
}


d_minerals_2 = {
resources = {
category = orbital_mining_deposits
produces = {
minerals = 2
}
}
station = shipclass_mining_station
is_for_colonizeable = no

potential = {
OR = {
is_planet_class = pc_asteroid
is_planet_class = pc_molten
is_planet_class = pc_toxic
is_planet_class = pc_frozen
is_planet_class = pc_barren
is_planet_class = pc_barren_cold
is_planet_class = pc_broken
is_planet_class = pc_shattered
}
}

drop_weight = {
weight = 5
modifier = {
factor = 0.5
OR = {
is_planet_class = pc_molten
is_planet_class = pc_toxic
is_planet_class = pc_frozen
}
}
modifier = {
factor = 2.0
is_asteroid = yes
}
}
}


d_collapsed_burrows = {
icon = d_deep_sinkhole
time = 120

is_for_colonizeable = yes
category = deposit_cat_blockers

potential = { always = no } # added by event

planet_modifier = {
planet_max_districts_add = -1
}

on_cleared = {
create_pop = {
species = owner
}
}

resources = {
category = deposit_blockers
cost = {
energy = 300
}
}
}


Districts
common\districts\
As detailed in previous dev diaries, Districts largely replace the old concept of Tiles. They are generally built by players up to caps defined by Planetary Features, and in return create jobs.

Let’s take a look at the basic mining District type! You will find that the overall structure is very similar to the other entries outlined above, and this pattern will indeed repeat for most databases that have been updated in 2.2 ‘Le Guin’. This District database entry defines build time, where it’s valid to build, what it can be converted to on other planet types (e.g. Machine Worlds), what it costs to build and maintain, static and triggered modifiers to the planet it’s built on (providing different job types to different empire types), as well as the regular weighting for controlling how the AI prioritizes the district.


district_mining = {
base_buildtime = 240

min_for_deposits_on_planet = 1
max_for_deposits_on_planet = 15

show_on_uncolonized = {
habitable_structure = no
NOR = {
is_planet_class = pc_machine
is_planet_class = pc_hive
is_planet_class = pc_city
}
}

potential = {
habitable_structure = no
NOT = {
is_planet_class = pc_machine
is_planet_class = pc_hive
is_planet_class = pc_city
}
}

allow = {
NOT = { has_modifier = resort_colony }
}

conversion_ratio = 1
convert_to = {
district_mining_uncapped
}

resources = {
category = planet_districts
cost = {
minerals = @base_cost
}
upkeep = {
energy = 1
}
}

planet_modifier = {
planet_housing_add = 2
}

triggered_planet_modifier = {
potential = {
exists = owner
owner = {
has_valid_civic = civic_agrarian_idyll
}
}
modifier = {
planet_housing_add = 1
}
}

triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_hive_empire = yes }
}
modifier = {
job_mining_drone_add = 3
}
}

triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_machine_empire = yes }
}
modifier = {
job_mining_drone_add = 2
}
}

triggered_planet_modifier = {
potential = {
exists = owner
owner = {
is_gestalt = no
is_fallen_empire_spiritualist = no
}
}
modifier = {
job_miner_add = 2
}
}

triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_fallen_empire_spiritualist = yes }
}
modifier = {
job_fe_acolyte_mine_add = 2
}
}

triggered_desc = {
trigger = {
exists = owner
owner = { is_gestalt = yes }
}
text = job_mining_drone_effect_desc
}
triggered_desc = {
trigger = {
exists = owner
owner = {
is_gestalt = no
is_fallen_empire_spiritualist = no
}
}
text = job_miner_effect_desc
}

triggered_desc = {
trigger = {
exists = owner
owner = { is_fallen_empire_spiritualist = yes }
}
text = job_fe_acolyte_mine_effect_desc
}

prerequisites = {
tech_mechanized_mining
}

ai_weight = {
weight = 1
modifier = {
factor = 3
owner = {
has_monthly_income = {
resource = minerals
value < 0
}
}
}

modifier = {
factor = 2
free_housing < 0
}

modifier = {
factor = 3
any_owned_pop = { is_unemployed = yes }
}

# No one to work it anyway
modifier = {
factor = 0
free_housing > 0
NOT = {
any_owned_pop = { is_unemployed = yes }
}
}
}

ai_resource_production = {
minerals = 1
trigger = {
always = yes
}
}
}

Buildings
common\buildings\
Buildings are fairly similar to what you’re used to, with considerably expanded functionality that you’ll recognize from the examples above. Using “triggered_planet_modifier”, buildings can have different flavor and effects depending on a variety of factors. In the below example, building_foundry_2, the same building adds foundry jobs for regular empires, alloy_drone jobs for Hive Minds, and fabricator jobs for Machine Intelligences, depending on who controls the building. Build cost, upkeep, and resource production all fall under “resources = {}”, though the foundry only adds jobs and does not actually produce any resources on its own.


building_foundry_2 = {
base_buildtime = 480
can_build = no

category = manufacturing

allow = {
has_upgraded_capital = yes
}

triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_hive_empire = yes }
}
modifier = {
job_alloy_drone_add = 5
}
}

triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_machine_empire = yes }
}
modifier = {
job_fabricator_add = 5
}
}

triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_regular_empire = yes }
}
modifier = {
job_foundry_add = 5
}
}

resources = {
category = planet_buildings
cost = {
minerals = 600
volatile_motes = 50
}
upkeep = {
energy = 4
volatile_motes = 1
}
}

upgrades = {
building_foundry_3
}

prerequisites = {
tech_alloys_1
}

triggered_desc = {
trigger = {
exists = owner
owner = { is_regular_empire = yes }
}
text = job_foundry_effect_desc
}

triggered_desc = {
trigger = {
exists = owner
owner = { is_hive_empire = yes }
}
text = job_alloy_drone_effect_desc
}

triggered_desc = {
trigger = {
exists = owner
owner = { is_machine_empire = yes }
}
text = job_fabricator_effect_desc
}

ai_weight = {
weight = 1
modifier =
{
factor = 4
owner = {
has_monthly_income = {
resource = alloys
value < 15
}
}
}
}

ai_resource_production = {
alloys = 1
trigger = {
always = yes
}
}
}

Jobs
common\pop_jobs\
So, what about the jobs that buildings add? They’re defined in a separate jobs database, and you will again recognize the general syntax. Let’s take a look at Enforcer, a job that produces 1 Unity, produces an additional Unity if you’re a Police State, and costs 2 more Energy in upkeep but reduces more Crime if you have the Anti-Crime Campaign modifier active:


enforcer = {
category = specialist
condition_string = SPECIALIST_JOB_TRIGGER
building_icon = building_precinct_house
clothes_texture_index = 5

possible = {
specialist_job_check_trigger = yes
}

resources = {
category = planet_enforcers
produces = {
unity = 1
}
produces = {
trigger = {
owner = { has_valid_civic = civic_police_state }
}
unity = 1
}
upkeep = {
trigger = {
planet = { has_modifier = anticrime_campaign }
}
energy = 2
}
}

pop_modifier = {
pop_defense_armies_add = 2
}

planet_modifier = {
planet_crime_add = -25
}

triggered_planet_modifier = {
potential = {
owner = { has_non_swapped_tradition = tr_domination_judgment_corps }
}
modifier = {
planet_crime_add = -5
}
}

triggered_planet_modifier = {
potential = {
planet = { has_modifier = anticrime_campaign }
}
modifier = {
planet_crime_add = -10
}
}

weight = {
weight = @specialist_job_weight
modifier = {
factor = 0.2
has_citizenship_rights = no
NOT = { has_trait = trait_mechanical }
}
modifier = {
factor = 2
has_trait = trait_resilient
}
modifier = {
factor = 2
has_trait = trait_very_strong
}
modifier = {
factor = 1.5
has_trait = trait_strong
}
modifier = {
factor = 10
is_enslaved = yes
has_slavery_type = { type = slavery_military }
}
modifier = {
factor = 0.50
has_trait = trait_weak
}
modifier = {
factor = 0.1
can_take_servant_job = yes
}
modifier = {
factor = 1.5
has_job = enforcer
}
}
}

Social Strata
common\pop_categories\
Strata, or social classes, such as the Specialists that the above Enforcer job belongs to, follow a similar standard. They have class-wide resource input, resource output, modifiers, and settings defined and triggered in database text files. The simple_drone stratum for Gestalt Consciousness empires is probably the most straight-forward example in the game:


simple_drone = {
rank = 0
clothes_texture_index = 2

# This is called whenever a Pop is created, moved to a different planet, or gets a new owner
assign_to_pop = {
exists = owner
owner = { is_gestalt = yes }
}
weight = {
weight = 1
}

pop_modifier = {
pop_housing_usage_base = 1
pop_amenities_usage_no_happiness_base = 1
}

# scope: pop to be resettled
allow_resettlement = {
always = yes
}

resettlement_cost = {
energy = 100
}

unemployment_resources = {
category = unemployment_resources
# Standby Mode Crime event
upkeep = {
trigger = {
planet = {
has_modifier = standby_mode
}
}
energy = 2
}
}

resources = {
category = pop_category_drones

upkeep = {
trigger = {
is_organic_species = yes
}
food = @living_standard_food_normal
}

upkeep = {
trigger = {
is_robotic_species = yes
}
energy = @living_standard_energy_normal
}
}
}

Resources
common\strategic_resources\
Resources are now fully scriptable rather than hard-coded, so you can easily add your own to complement the base game’s stable of Energy Credits, Minerals, Alloys and so forth. The database entries look a bit different this time, and define Marketplace tradability, what happens when you run a deficit, and base AI weights. Strategic Resources are also defined in this database.


food = {
tradable = yes
market_amount = 100
market_price = 100
max = 10000

deficit_modifier = food_deficit #found in static modifiers

ai_weight = {
weight = 1
}

ai_wants = {
base = 300
}
}


sr_dark_matter = {
tradable = yes
market_amount = 5
market_price = 100
max = 10000

prerequisites = { "tech_mine_dark_matter" }
visibility_prerequisite = { always = yes }

ai_weight = {
weight = 100
}
}

trigger_docs
Finally, here is the full trigger_docs documentation in 2.2 at the time of writing. Please be aware that it is liable to contain ambiguous or sometimes outright misleading information, and some things may even change before release!


== TRIGGER DOCUMENTATION ==
text - For 'desc={trigger={' use. Shows custom text
text = <text>
Supported Scopes: all
Supported Targets: none

custom_tooltip - Replaces the tooltips for the enclosed triggers with a custom text
custom_tooltip = {
text = <text used as fallback for both fails and successes>
fail_text = <text used for fails["string"/default/none]>
success_text = <text used for seccesses["string"/default/none]>
<triggers>
}
Supported Scopes: all
Supported Targets: none

if - Evaluates the triggers if the display_triggers of the limit are met
if = { limit = { <display_triggers> } <triggers> }
Supported Scopes: all
Supported Targets: none

any_playable_country - Checks if any playable country meet the specified criteria
any_playable_country = { <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_mission - Checks if the observation post has a specific mission
has_mission = technological_enlightenment_4
Supported Scopes: fleet
Supported Targets: none

switch - Switch case for a trigger
switch = {
trigger = pop_has_ethic
ethic_xenophile = { <trigger> }
ethic_xenophobe = { <trigger> }
default = { <trigger> }
}
Supported Scopes: all
Supported Targets: ???

num_fleets - Checks the country's number of fleets
num_fleets < 8
Supported Scopes: country
Supported Targets: ???

num_ships - Checks the country/fleet's number of ships
num_ships > 39
Supported Scopes: country fleet
Supported Targets: ???

research_leader - Checks if the country's researcher in a specific field meets the specified criteria
research_leader = { area = engineering <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_fleet_order - Checks if the ship/fleet has a specific fleet order
has_fleet_order = survey_planet_order
Supported Scopes: ship fleet
Supported Targets: none

closest_system - Checks if any close-by systems meet the criteria
closest_system = { min_steps = 2 max_steps = 20 <triggers> }
Supported Scopes: all
Supported Targets: ???

any_owned_fleet - Checks if any of the country's owned fleets meet the specified criteria
any_owned_fleet = { <targets> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_orbital_station - Checks if the planet has any kind of orbital station
has_orbital_station = yes
Supported Scopes: planet
Supported Targets: none

any_orbital_station - Checks if the planet's orbital station meets the specified criteria
any_orbital_station = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

else_if - Evaluates the enclosed triggers if the display_triggers of the preceding `if` or `else_if` is not met and its own display_trigger of the limit is met
if = { limit = { <display_triggers> } <triggers> }
else_if = { limit = { <display_triggers> } <triggers> }
Supported Scopes: all
Supported Targets: none

happiness - Checks the pop's happiness percentage
happiness < 90
Supported Scopes: pop
Supported Targets: none

is_half_species - Check if scoped species is half species of specific/any species
is_half_species = <target/any>
Supported Scopes: species
Supported Targets: none

faction_approval - Checks the scoped faction's approval percentage
faction_approval < 90
Supported Scopes: pop
Supported Targets: none

last_building_changed - Checks if the last building queued/unqueued/built/demolished/upgraded was the specified building
last_building_changed = building_capitol
Supported Scopes: planet
Supported Targets: none

empire_size - Checks the empire's size
empire_size < 20
Supported Scopes: country
Supported Targets: ???

last_district_changed - Checks if the last district queued/unqueued/built/demolished/upgraded was the specified district
last_district_changed = district_capitol
Supported Scopes: planet
Supported Targets: none

has_ring - Checks if the planet has a planetary ring
has_ring = yes
Supported Scopes: planet
Supported Targets: none

is_moon - Checks if the planet is the moon of another planet
is_moon = yes
Supported Scopes: planet
Supported Targets: none

opinion - Checks the country's opinion of the target country
opinion = { who = <target> value = -70 }
Supported Scopes: country
Supported Targets: ???

ideal_planet_class - Checks if the country's ideal planet class is a specific class
ideal_planet_class = pc_tundra
Supported Scopes: country
Supported Targets: none

ethos - Checks the average ethics divergence on the planet
ethos < 0.4
Supported Scopes: planet
Supported Targets: none

distance - Checks the ship/fleet/planet/leader/pop/system's galaxy map distance to target in absolute units
distance = { source = <target> min = 50 max = 120 type=<hyperlane/euclidean> uses_bypass=<yes/no> bypass_empire=<empire> min_jumps = 2 max_jumps = 10 }
Supported Scopes: planet ship pop fleet galactic_object leader
Supported Targets: none

is_pirate - Checks if the country is a pirate country
is_pirate = yes
Supported Scopes: country
Supported Targets: none

planet_size - Checks the planet's size
planet_size < 20
Supported Scopes: planet
Supported Targets: ???

gender - Checks the leader's gender
gender = female
Supported Scopes: leader
Supported Targets: ???

any_planet_within_border - Checks if any planets within the country's borders meet the specified criteria
any_planet_within_border = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_owned_ship - Checks if any of the country's ships meet the specified criteria
any_owned_ship = { <triggers> }
Supported Scopes: country fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_ship - Checks if any ships in the game meet the specified criteria
any_ship = { <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

pop_has_ethic - Checks if the pop has a specific ethos
pop_has_ethic = ethic_fanatic_xenophile
Supported Scopes: pop
Supported Targets: none

pop_has_trait - Checks if the pop has a specific trait
pop_has_trait = trait_decadent
Supported Scopes: pop
Supported Targets: none

has_observation_outpost - Checks if the planet has an observation post
has_observation_outpost = yes
Supported Scopes: planet
Supported Targets: none

starting_system - Checks if the system is the starting system for any country
starting_system = yes
Supported Scopes: galactic_object
Supported Targets: none

graphical_culture - Checks if the country has specific graphical culture
graphical_culture = fungoid_01
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

vassals - Checks the country's number of vassals
vassals > 0
Supported Scopes: country
Supported Targets: ???

exists - Checks if a target scope exists
exists = <target>
Supported Scopes: all
Supported Targets: ???

has_edict - Checks if the country has a specific edict enabled
has_edict = crystal_sonar
Supported Scopes: country
Supported Targets: ???

is_designable - Checks if the scoped ship design, ship or fleet (all ships) has a designable ship size.
is_designable = yes
Supported Scopes: ship fleet design
Supported Targets: none

is_in_cluster - Checks if the planet/system belongs to a specific spawning cluster
is_in_cluster = resource_cluster_3
Supported Scopes: planet galactic_object
Supported Targets: ???

any_moon - Checks if any of the planet's moons meet the specified criteria
any_moon = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

num_empires - Checks the number of regular empires in the galaxy
num_empires > 3
Supported Scopes: country
Supported Targets: none

leader_class - Checks if the leader is of a specific class
leader_class = scientist
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

observation_outpost_owner - Checks if the planet's observation post's owner meets the specified criteria
observation_outpost_owner = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

observation_outpost - Checks if the planet's observation post meets the specified criteria
observation_outpost = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_deposit - Checks if the planet has any, or a specific, deposit
has_deposit = yes
has_deposit = d_immense_engineering_deposit
Supported Scopes: planet deposit
Supported Targets: none

is_same_value - Checks if the current scope and the target scope are the same thing
is_same_value = <target>
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_pop_faction_flag - Checks if the pop faction has a specific flag
has_pop_faction_flag = <flag>
Supported Scopes: pop pop_faction
Supported Targets: none

num_communications - Checks the country's number of established communications
num_communications > 3
Supported Scopes: country
Supported Targets: none

last_changed_policy - Checks if the last policy changed by the country was a specific policy
last_changed_policy = slavery
Supported Scopes: country
Supported Targets: ???

is_species - Checks if the pop/country's founder species is of a specific pre-defined species
is_species = ROBOT_POP_SPECIES_2
Supported Scopes: pop leader species
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

last_increased_tech - Checks if the country's last researched technology was a specific tech
last_increased_tech = tech_gene_expressions
Supported Scopes: country
Supported Targets: ???

any_war - Checks if any wars meet the specified criteria
any_war = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_defender - Checks if any of the defenders in the war meet the specified criteria
any_defender = { <triggers> }
Supported Scopes: war
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_attacker - Checks if any attackers in the war meet the specified criteria
any_attacker = { <triggers> }
Supported Scopes: war
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

original_owner - Checks if the planet is still owned by its first colonizer
original owner = yes
Supported Scopes: planet
Supported Targets: none

tech_unlocked_ratio - Checks the relative amount of already-researched tech between the country and target country
tech_unlocked_ratio = { who = <target> ratio = 0.4 }
Supported Scopes: country
Supported Targets: ???

can_colonize - Checks if the planet can be colonized by target country
can_colonize = { who = <target> status = yes }
Supported Scopes: planet
Supported Targets: none

has_special_project - Checks if the country has a specific special project available
has_special_project = EMERGENCY_BUOY_PROJECT
Supported Scopes: country
Supported Targets: none

is_subspecies - Checks if the pop/country/species is a subspecies of the target pop/country/species
is_subspecies = <target>
Supported Scopes: country pop species
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_valid - Checks to see if target scope is valid for the country/planet/army
is_valid = <target>
Supported Scopes: planet country army
Supported Targets: ???

check_pop_faction_parameter - Checks if one of the faction's parameters is the same as target scope
check_pop_faction_parameter = { which = <parameter> value = <target> }
Supported Scopes: pop_faction
Supported Targets: none

is_robot_pop - Checks if the pop is a robot
is_robot_pop = yes
Supported Scopes: pop
Supported Targets: none

num_fallen_empires - Checks the number of fallen empires in the galaxy
num_fallen_empires > 3
Supported Scopes: country
Supported Targets: none

is_preferred_weapons - Checks if the country's AI prefers weapons using this component tag
is_preferred_weapons = weapon_type_energy
Supported Scopes: country
Supported Targets: none

has_access_fleet - Checks if the system is accessible to the target country with construction vessels
has_access_construction = <target>
Supported Scopes: galactic_object
Supported Targets: ???

is_point_of_interest - Checks if the planet/country/ship/system/ambient object has a specific point of interest for a specific event chain for a specific country
is_point_of_interest = { id = <id> event_chain = <event_chain> owner = <target> }
Supported Scopes: planet country ship galactic_object ambient_object
Supported Targets: ???

terraformed_by - Checks if planet is terraformed by country.
Supported Scopes: planet
Supported Targets: none

has_megastructure - Checks if a country or star has a mega structure.
Supported Scopes: country galactic_object
Supported Targets: none

recently_lost_war - Checks if the country is at war
is_at_war = yes
Supported Scopes: country
Supported Targets: none

count_diplo_ties - Checks the number of diplomatic in the scope that fulfill the specified criteria
count_countries = { count < 6 limit = { <triggers> } }
Supported Scopes: country
Supported Targets: none

has_research_agreement - Checks if two countries have a research agreement.
Supported Scopes: country
Supported Targets: none

has_tributary - Checks if two countries have a research agreement.
Supported Scopes: country
Supported Targets: none

upgrade_days_left - Checks a mega structure amount of upgrade days left.
upgrade_days_left > 360

Supported Scopes: megastructure
Supported Targets: none

has_any_megastructure - Checks if the scope has a megastructure
has_any_megastructure = yes
Supported Scopes: planet galactic_object
Supported Targets: none

former_living_standard_type - Compares the former living standard type with the given one.
former_living_standard_type = living_standard_normal
Supported Scopes: pop
Supported Targets: none

former_citizenship_type - Compares the former citizenship type with the given one.
former_citizenship_type = citizenship_full
Supported Scopes: pop
Supported Targets: none

former_military_service_type - Compares the former military service type with the given one.
former_military_service_type = military_service_full
Supported Scopes: pop
Supported Targets: none

former_slavery_type - Compares the former slavery type with the given one.
former_slavery_type = slavery_normal
Supported Scopes: pop
Supported Targets: none

former_purge_type - Compares the former purge type with the given one.
former_purge_type = purge_normal
Supported Scopes: pop
Supported Targets: none

former_population_control_type - Compares the former population control type with the given one.
former_population_control_type = population_control_yes
Supported Scopes: pop
Supported Targets: none

former_migration_control_type - Compares the former migration control type with the given one.
former_migration_control_type = migration_control_yes
Supported Scopes: pop
Supported Targets: none

is_alliance_fleet - Checks if the scoped fleet is an alliance fleet.
is_alliance_fleet = <yes/no>
Supported Scopes: fleet
Supported Targets: none

is_researching_special_project - Checks if the country is currently researching a specific special project
is_researching_special_project = special_project_name
Supported Scopes: country leader
Supported Targets: none

and - all inside trigger must be true
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

or - At least one entry inside the trigger must be true
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

not - An inverted trigger
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_planet - Checks if any planet in the system meets the specified criteria
any_planet = { <triggers> }
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_star - Checks if the planet is a star
is_star = yes
Supported Scopes: planet
Supported Targets: none

is_asteroid - Checks if the planet is an asteroid
is_asteroid = yes
Supported Scopes: planet
Supported Targets: none

species_portrait - Checks if the species (or pop/empire's dominant species) uses a certain portrait
species_portrait = rep13
Supported Scopes: country pop species
Supported Targets: none

is_neutral_to - Checks if the country has a neutral attitude towards target country
is_neutral_to = <target>
Supported Scopes: country
Supported Targets: none

trust - Checks the country's trust of the target country
trust = { who = <target> value = 50 }
Supported Scopes: country
Supported Targets: ???

hidden_trigger - Hides the tooltip for the triggers within
hidden_trigger = { <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_district - Checks if the planet has any, or a specific, district
has_district = yes
has_district = district_mining
Supported Scopes: planet
Supported Targets: none

free_district_slots - Checks the planet's number of slots available for new constructions
free_district_slots > 2
Supported Scopes: planet
Supported Targets: ???

has_owner - Checks if the planet/system is colonized
has_owner = yes
Supported Scopes: planet galactic_object
Supported Targets: none

any_owned_planet - Checks if any of the country's owned planets meet the specified criteria
any_owned_planet = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

free_housing - Checks the planet's available housing
free_housing > 5
Supported Scopes: planet
Supported Targets: ???

any_controlled_planet - Checks if any of the country's controlled planets meet the specified criteria
any_controlled_planet = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_ai - Checks if the country is played by the AI
is_ai = no
Supported Scopes: country
Supported Targets: none

always - Sets trigger to be either always true or false
always = yes
Supported Scopes: all
Supported Targets: none

has_trait - Checks if a pop/leader/species/country's dominant species has a certain trait
has_trait = leader_trait_carefree
Supported Scopes: country pop leader species
Supported Targets: none

has_ethic - Checks if a country has a certain ethos
has_ethic = ethic_fanatic_pacifist
Supported Scopes: country pop
Supported Targets: none

is_owned_by - Checks if the planet/system/army/ship is owned by the target country
is_owned_by = <target>
Supported Scopes: planet ship galactic_object army
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

pop_can_live_on_planet - Checks if the pop's species is allowed to live on its planet
pop_can_live_on_planet = yes
Supported Scopes: pop
Supported Targets: none

days_passed - Checks the number of in-game days passed since the 2200.1.1 start
days_passed < 15
Supported Scopes: all
Supported Targets: none

free_amenities - Checks the planet's available amenities
free_amenities > 5
Supported Scopes: planet
Supported Targets: ???

has_deficit - Checks if the country has a deficit of the defined resource
has_deficit = minerals
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_commercial_pact - Check if the country has a commercial pact with target country
has_commercial_pact = <target>
Supported Scopes: country
Supported Targets: none

is_being_assimilated - Checks if the pop is being purged
is_being_assimilated = yes
Supported Scopes: pop
Supported Targets: none

num_guaranteed_colonies - Checks the number of guaranteed colonies defined in setup
num_guaranteed_colonies > 1
Supported Scopes: all
Supported Targets: none

has_branch_office - Check if the planet has a branch office owned by target country/any country/no country
has_branch_office = <target/yes/no>
Supported Scopes: planet
Supported Targets: none

is_same_species - checks if the scoped object is of the same species as another object
is_same_species = <target>
Supported Scopes: country ship pop leader army species
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_criminal_syndicate - Checks if the country is a criminal syndicate
is_criminal_syndicate = yes
Supported Scopes: country
Supported Targets: none

is_blocker - Checks if scoped deposit is a blocker-type
is_blocker = yes
Supported Scopes: deposit
Supported Targets: none

is_same_empire - Checks if the country is the same as another, target country
is_same_empire = <target>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

free_branch_office_building_slots - Checks the planet's number of branch office slots available for new constructions
free_building_slots > 2
Supported Scopes: planet
Supported Targets: ???

branch_office_value - Checks the planet's branch officevalue
branch_office_value = { who = <target> value > 10 }
Supported Scopes: planet
Supported Targets: ???

free_jobs - Checks the number of jobs compared to pops on the planet
free_jobs > 12
Supported Scopes: planet
Supported Targets: none

is_planet_class - Checks if the planet is of a certain class
is_planet_class = pc_tundra
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_strategic_resource - Checks if the planet has any strategic resource
has_strategic_resource = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_star_class - Checks if the system/planet(star) is of a certain class
is_star_class = sc_black_hole
Supported Scopes: planet galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_technology - Checks if the country has a technology (of at least a specific level)
has_technology = tech_spaceport_4
Supported Scopes: country
Supported Targets: none

any_fleet_in_orbit - Checks if any fleet in orbit of the planet meet the specified criteria
any_fleet_in_orbit = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

planet_devastation - Checks the planet's devastation
planet_devastation > 10
Supported Scopes: planet
Supported Targets: ???

is_pop_category - Checks if the pop has the chosen pop category
is_pop_category = <key>
Supported Scopes: pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

won_the_game - Checks if scoped country won the game
won_the_game = yes
Supported Scopes: country
Supported Targets: none

planet_stability - Compares the stability present on the planet with the given value
planet_stability > 50
Supported Scopes: planet
Supported Targets: none

perc_communications_with_playable - Checks the country's percentage of communications with playable empires
num_communications > 3
Supported Scopes: country
Supported Targets: none

planet_crime - Compares the crime present on the planet with the given value
planet_crime > 50
Supported Scopes: planet
Supported Targets: none

has_job - Checks if the pop has a specific job, or any job if set to yes
has_job = <key/yes>
Supported Scopes: pop
Supported Targets: none

has_planet_modifier - Checks if the planet has a specific planet modifier
has_planet_modifier = pm_titanic_life
Supported Scopes: planet
Supported Targets: none

is_deposit_type - Checks if deposit is specified type
is_deposit_type = d_immense_engineering_deposit
Supported Scopes: deposit
Supported Targets: none

has_built_species - Checks if country has a built species defined
has_built_species = yes/no
Supported Scopes: country
Supported Targets: ???

num_buildings - Checks the number the planet has of any, or a specific, building
num_buildings = { type = <key/any> value > 2 }
Supported Scopes: planet
Supported Targets: none

num_districts - Checks the number the planet has of any, or a specific, district
num_districts = { type = <key/any> value > 2 }
Supported Scopes: planet
Supported Targets: none

num_free_districts - Checks the number of available slots the planet has of any, or a specific, district
num_free_districts = { type = <key/any> value > 2 }
Supported Scopes: planet
Supported Targets: none

has_planet_flag - Checks if the planet has a specific flag
has_planet_flag = <flag>
Supported Scopes: planet
Supported Targets: none

has_country_flag - Checks if the empire has a specific flag
has_country_flag = <flag>
Supported Scopes: country
Supported Targets: none

has_fleet_flag - Checks if the fleet has a specific flag
has_fleet_flag = <flag>
Supported Scopes: fleet
Supported Targets: none

has_ship_flag - Checks if the ship has a specific flag
ships_flag = <flag>
Supported Scopes: ship
Supported Targets: none

is_ship_class - Checks if the ship/fleet/design is a specific class
is_ship_class = shipclass_colonizer
Supported Scopes: ship fleet design
Supported Targets: none

is_ship_size - Checks if the ship/fleet/design is a specific ship size
is_ship_size = mining_station
Supported Scopes: ship fleet design
Supported Targets: none

is_capital - Checks if the planet is its owner's capital
is_capital = yes
Supported Scopes: planet
Supported Targets: none

has_ground_combat - Checks if ground combat is taking place on the planet
has_ground_combat = yes
Supported Scopes: planet
Supported Targets: none

is_at_war - Checks if the country is at war
is_at_war = yes
Supported Scopes: country
Supported Targets: none

num_owned_planets - Checks the country's number of owned planets
num_owned_planets < 8
Supported Scopes: country
Supported Targets: none

has_government - Checks if the country has a specific government type
has_government = despotic_hegemony
Supported Scopes: country
Supported Targets: none

num_pops - Checks the number of pops on the planet/country/pop faction
num_pops > 12
Supported Scopes: planet country pop_faction
Supported Targets: none

is_primitive - Checks if the country is a primitive, pre-FTL civilization
is_primitive = yes
Supported Scopes: country
Supported Targets: none

is_inside_nebula - checks if the planet/ship/fleet/system is inside a nebula
is_inside_nebula = yes
Supported Scopes: planet ship fleet galactic_object
Supported Targets: none

is_inside_border - Checks if the planet/ship/fleet/system is inside the borders of the target country
is_inside_border = <target>
Supported Scopes: planet ship fleet galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_country - Iterate through all countries
any_country = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_pop - Checks if any of the planet/species/pop faction pops meet the specified criteria
any_pop = { <triggers> }
Supported Scopes: planet species pop_faction
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_overlord - Checks if the country is the overlord of any subject countries
is_overlord = yes
Supported Scopes: country
Supported Targets: none

is_at_war_with - Checks if the country is at war with the target country
is_at_war_with = <target>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

their_opinion - Checks target country's opinion value of the current country
their_opinion = { who = <target> value > 25 }
Supported Scopes: country
Supported Targets: ???

is_same_species_class - Checks if the pop/country is of the same species class as another pop/country
is_same_species_class = <target>
Supported Scopes: country pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_federation - Checks if the country is in a federation
has_federation = yes
Supported Scopes: country
Supported Targets: none

is_colonizable - Checks if the planet can theoretically be colonized
is_colonizable = yes
Supported Scopes: planet
Supported Targets: none

has_level - Checks if the leader has a specific experience level
has_level > 2
Supported Scopes: leader
Supported Targets: ???

num_minerals - Checks the planet's total amount of minerals
num_minerals < 20
Supported Scopes: planet
Supported Targets: none

num_physics - Checks the planet's total amount of physics research
num_physics = 8
Supported Scopes: planet
Supported Targets: none

num_society - Checks the planet's total amount of society research
num_society > 8
Supported Scopes: planet
Supported Targets: none

num_engineering - Checks the planet's total amount of engineering research
num_engineering < 8
Supported Scopes: planet
Supported Targets: none

num_modifiers - Checks the planet's number of modifiers
num_modifiers < 3
Supported Scopes: planet
Supported Targets: none

has_any_strategic_resource - Checks if the planet has any strategic resource
has_any_strategic_resource = yes
Supported Scopes: planet
Supported Targets: none

has_pop_flag - Checks if the pop has a specific flag
has_pop_flag = <flag>
Supported Scopes: pop
Supported Targets: none

is_occupied_flag - Checks if the planet is under military occupation
is_occupied_flag = yes
Supported Scopes: planet
Supported Targets: none

is_damaged - Checks if the ship is damaged
is_damaged = yes
Supported Scopes: ship
Supported Targets: none

has_hp - Checks the ship's hull points
has_hp > 200
Supported Scopes: ship
Supported Targets: none

is_surveyed - Checks if the planet/system has been survey by target country
is_surveyed = { who = <target> status = yes }
Supported Scopes: planet galactic_object
Supported Targets: none

has_global_flag - Checks if a Global Flag has been set
has_global_flag = <flag>
Supported Scopes: all
Supported Targets: none

check_variable - Checks a variable for the country/leader/planet/system/fleet
check_variable = { which = <variable> value < 4 }
Supported Scopes: planet country fleet galactic_object leader
Supported Targets: none

is_colony - Checks if the planet is colonized
is_colony = yes
Supported Scopes: planet
Supported Targets: none

habitability - Checks the planet's habitability (0 to 1) for target pop/species
habitability = { who = <target> value = 0.6 }
Supported Scopes: planet
Supported Targets: none

has_building - Checks if the planet has any, or a specific, building
has_building = yes
has_building = building_capital_3
Supported Scopes: planet
Supported Targets: none

is_controlled_by - Checks if the planet is controlled by the target country
is_controlled_by = <target>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_terraformed - Checks if the planet has ever been terraformed
is_terraformed = yes
Supported Scopes: planet
Supported Targets: none

is_terraforming - Checks if the planet is currently being terraformed
is_terraforming = yes
Supported Scopes: planet
Supported Targets: none

is_federation_leader - Checks if the country is the leader of their federation
is_federation_leader = yes
Supported Scopes: country
Supported Targets: none

has_star_flag - Checks if the solar system has a specific flag
has_star_flag = <flag>
Supported Scopes: galactic_object
Supported Targets: none

has_mining_station - Checks if the planet has an orbital mining station
has_mining_station = yes
Supported Scopes: planet
Supported Targets: none

has_research_station - Checks if the planet has an orbital researc station
has_research_station = yes
Supported Scopes: planet
Supported Targets: none

any_research_station - Checks if the planet's orbital research station meets the specified criteria
any_research_station = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_mining_station - Checks if the planet's orbital mining station meets the specified criteria
any_mining_station = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

army_type - Checks the army's type
army_type = assault_army
Supported Scopes: army
Supported Targets: none

has_army - Checks if the planet has an army
has_army = yes
Supported Scopes: planet
Supported Targets: none

is_advisor_active - checks if a country has an advisor
Supported Scopes: country
Supported Targets: none

count_pops - Checks the number of pops in the scope that fulfill the specified criteria
count_pops = { limit = { <triggers> } count < 6 }
Supported Scopes: planet species pop_faction
Supported Targets: none

is_enslaved - Checks if the pop is a slave
is_enslaved = yes
Supported Scopes: pop
Supported Targets: none

is_being_purged - Checks if the pop is being purged
is_being_purged = yes
Supported Scopes: pop
Supported Targets: none

income - Checks the country's monthly energy credit income
income < 90
Supported Scopes: country
Supported Targets: none

expenses - Checks the country's monthly energy credit expenses
expenses > 28
Supported Scopes: country
Supported Targets: none

produced_energy - Checks the country's gross amount of produced energy credits
produced_energy < 100
Supported Scopes: country
Supported Targets: none

trade_income - Checks the country's energy credits income from trade for the previous month
trade_income < 30
Supported Scopes: country
Supported Targets: none

trade_expenses - Checks the country's energy credits expenses from trade for the previous month
trade_expenses < 30
Supported Scopes: country
Supported Targets: none

ship_maintenance - Checks the country's total ship maintenance expenses for the previous month, in energy credits
ship_maintenance < 226
Supported Scopes: country
Supported Targets: none

army_maintenance - Checks the country's total army maintenance expenses for the previous month, in energy credits
army_maintenance > 226
Supported Scopes: country
Supported Targets: none

colony_maintenance - Checks the country's total colony maintenance expenses for the previous month, in energy credits
colony_maintenance > 25
Supported Scopes: country
Supported Targets: none

station_maintenance - Checks the country's total orbital station maintenance expenses for the previous month, in energy credits
station_maintenance > 126
Supported Scopes: country
Supported Targets: none

construction_expenses - Checks the country's construction expenses for the previous month
construction_expenses > 290
Supported Scopes: country
Supported Targets: none

federation_expenses - Checks the country's federation expenses for the previous month
federation_expenses < 1000
Supported Scopes: country
Supported Targets: none

has_anomaly - Checks if the planet has an anomaly
has_anomaly = yes
Supported Scopes: planet
Supported Targets: none

stored_physics_points - Checks the country's amount of stored physics research
stored_physics_points
Supported Scopes: country
Supported Targets: none

stored_society_points - Checks the country's amount of stored society research
stored_society_points
Supported Scopes: country
Supported Targets: none

stored_engineering_points - Checks the country's amount of stored engineering research
stored_engineering_points
Supported Scopes: country
Supported Targets: none

balance - Checks the country's energy credit balance
balance < 39
Supported Scopes: country
Supported Targets: none

running_balance - Checks the country's running energy credit balance
running_balance > 61
Supported Scopes: country
Supported Targets: none

is_planet - Checks if the planet is the same as target planet
is_planet = <target>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_pop - Checks if the pop is the same as target pop
is_pop = <target>
Supported Scopes: pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_ship - Checks if the ship is the same as target ship
is_ship = <target>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_army - Checks if the army is the same as target army
is_army = <target>
Supported Scopes: army
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_country - Checks if the country is the same as target country
is_country = <target>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_tutorial_level - Checks the country's tutorial level (0 off, 1 limited, 2 full)
is_tutorial_level = 0
Supported Scopes: country
Supported Targets: none

is_multiplayer - Checks if the game is running in multiplayer
is_multiplayer = yes
Supported Scopes: all
Supported Targets: none

has_event_chain - Checks if the country has a specific event chain
has_event_chain = old_gods_chain
Supported Scopes: country
Supported Targets: none

is_species_class - Checks if the pop/country's founder species is a specific species class
is_species_class = MAM
Supported Scopes: country pop species
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_opinion_modifier - Checks if the country has a specific opinion modifier towards target country or anyone
has_opinion_modifier = { who = <target (optional)> modifier = encroaching_colony is_reverse = no }
Supported Scopes: country
Supported Targets: none

has_established_contact - Checks if the country has established contact with target country
has_established_contact = <target>
Supported Scopes: country
Supported Targets: none

has_completed_event_chain_counter - Checks if the country has completed a specific counter in an event chain
has_completed_event_chain_counter = { event_chain = amoebas_2_chain counter = amoebas_slaughtered }
Supported Scopes: country
Supported Targets: none

has_planet_class - Checks if the system has planet of specific class
has_planet_class = pc_tundra
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_disabled - Checks if the ship/fleet is disabled
is_disabled = yes
Supported Scopes: ship fleet
Supported Targets: ???

has_existing_ship_design - Checks if the country has a specific ship design available

Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_resource - Checks if the planet has a specific amount of a specific resource
has_resource = { type = minerals amount < 5 }
has_resource = no
Supported Scopes: planet country deposit
Supported Targets: ???

has_building_construction - Checks if the planet has any, or a specific, ongoing building construction
has_building_construction = yes
has_building_construction = building_capital_3
Supported Scopes: planet
Supported Targets: none

any_deposit - Checks if any deposits on the planet meet the criteria
any_deposit = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

free_building_slots - Checks the planet's number of slots available for new constructions
free_building_slots > 2
Supported Scopes: planet
Supported Targets: ???

has_relation_flag - Checks if the country has a relation flag towards target country
has_relation_flag = { who = <target> flag = <flag> }
Supported Scopes: country
Supported Targets: ???

reverse_has_relation_flag - Checks if the target country has a relation flag towards the country
reverse_has_relation_flag = { who = <target> flag = <flag> }
Supported Scopes: country
Supported Targets: ???

has_moon - Checks if the planet has a moon
has_moon = yes
Supported Scopes: planet
Supported Targets: none

num_moons - Checks the planet's number of moons
num_moons < 4
Supported Scopes: planet
Supported Targets: none

is_sapient - Checks if the pop is sapient
is_sapient = no
Supported Scopes: pop species
Supported Targets: none

is_preventing_anomaly - Checks if the planet is prevented from generating anomalies
is_preventing_anomaly = yes
Supported Scopes: planet
Supported Targets: ???

has_deposit_for - Checks if the planet has a deposit for a specific ship class
has_deposit_for = shipclass_mining_station
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

colony_age - Checks the planet's (colony's) age in months
colony_age > 12
Supported Scopes: planet
Supported Targets: none

is_bottleneck_system - Checks if the system is bottleneck within the range NDefines::NGameplay::SYSTEM_BOTTLENECK_RADIUSis_bottleneck_system = yes
Supported Scopes: galactic_object
Supported Targets: ???

is_rim_system - Checks if the system is on the galactic rim
is_rim_system = yes
Supported Scopes: galactic_object
Supported Targets: ???

any_rim_system - Iterate through all rim systems
any_rim_system = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_country_type - Checks if the country is a specific type
is_country_type = fallen_empire
Supported Scopes: country
Supported Targets: none

has_modifier - Checks if the country/planet/pop/system has a certain modifier
has_modifier = <modifier>
Supported Scopes: planet country ship pop galactic_object pop_faction
Supported Targets: none

any_ship_in_system - Checks if any ships in the system meet the specified criteria
any_ship_in_system = { <triggers> }
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

mission_progress - Checks if the observation post has achieved specific progress in a mission
mission_progress > 0.7
Supported Scopes: fleet
Supported Targets: none

num_ethics - Checks the country/pop's number of ethics
num_ethics = 3
Supported Scopes: country pop
Supported Targets: none

num_traits - Checks the country/pop/leader/species' number of traits
num_traits < 3
Supported Scopes: country pop leader species
Supported Targets: none

has_truce - Checks if the country has a truce with target country
has_truce = <target>
Supported Scopes: country
Supported Targets: none

is_ringworld - Checks if the planet is a ringworld
is_ringworld = yes
Supported Scopes: planet
Supported Targets: none

member_of_faction - Checks if the pop belongs to any, or a specific, faction
member_of_faction = no
Supported Scopes: pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

support - Checks the faction's support level
support > 0.5
Supported Scopes: pop_faction
Supported Targets: none

is_ideal_planet_class - Checks if the planet is of the ideal class for target country
is_ideal_planet_class = { who = <target> status = yes }
Supported Scopes: planet
Supported Targets: none

is_pop_faction_type - Checks the faction's type
is_pop_faction_type = malcontent_slaves
Supported Scopes: pop_faction
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

intel_level - Checks the country's intel level of target system
intel_level = { level > low system = <target> }
Supported Scopes: country
Supported Targets: none

is_researching_area - Checks the scientist's field of research
is_researching_area = society
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_owned_leader - Checks if any of the country's leaders meet the specified criteria
any_owned_leader = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_owned_pop - Iterate through all owned pops
any_owned_pop = { <count=<num/all>> <triggers> }
Supported Scopes: planet country pop_faction
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_faction - Checks if the country has any instance of target faction type
has_faction = planet_separatists
Supported Scopes: country
Supported Targets: none

count_owned_pops - Count the number of owned pops in the country that fulfill the specified criteria
count_owned_pops = { limit = { <triggers> } count > 12 }
Supported Scopes: planet country pop_faction
Supported Targets: none

can_declare_war - Checks if the country can declare war against target country
can_declare_war = {
target = <target country>
attacker_war_goal = <war goal>
}
Supported Scopes: country
Supported Targets: ???

is_hostile - Checks if the country is hostile towards target country
is_hostile = <target>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_communications - Checks if the country has established communications with target country
has_communications = <target>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_country_resource - Checks the country's amount of a specific stored resource
has_country_resource = { type = minerals amount > 99 }
Supported Scopes: country
Supported Targets: ???

has_leader_flag - Checks if the leader has a specific flag
has_leader_flag = <flag>
Supported Scopes: leader
Supported Targets: none

num_killed_ships - Checks how many of target country's ships that the country has destroyed
num_killed_ships = { target = <target> value > 5 }
Supported Scopes: country
Supported Targets: ???

num_taken_planets - Checks how many planets the country has taken from target country
num_taken_planets = { target = <target> value > 1 }
Supported Scopes: country
Supported Targets: ???

count_ships - Checks the number of ships in the galaxy that meet the specified criteria
count_ships = { limit = { <triggers> } count < 20 }
Supported Scopes: all
Supported Targets: ???

count_owned_ships - Checks the country's number of ships that meet the specified criteria
count_owned_ships = { limit = { <triggers> } count < 20 }
Supported Scopes: country
Supported Targets: ???

leader_of_faction - Checks if the leader is the leader of a faction
leader_of_faction = yes
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_scope_valid - Checks if the current scope is valid
is_scope_valid = yes
Supported Scopes: all
Supported Targets: none

opposing_ethics_divergence - Checks how far removed the country/pop's ethos is from target's
opposing_ethics_divergence = { steps > 1 who = <target> }
Supported Scopes: country pop
Supported Targets: ???

is_war_leader - Checks if the country leads in a war
is_war_leader = yes
Supported Scopes: country pop_faction
Supported Targets: none

is_in_federation_with - Checks if the country is in a federation with target country
is_in_federation_with = <target>
Supported Scopes: country
Supported Targets: none

can_change_policy - Checks if the country can change a specific policy
can_change_policy = slavery_not_allowed
Supported Scopes: country
Supported Targets: ???

count_pop_factions - Checks the country's number of factions that meet the criteria
count_pop_factions = { limit = { <triggers> } count < 2 }
Supported Scopes: country
Supported Targets: none

is_ironman - Check if current game is running in ironman mode
is_ironman = yes
Supported Scopes: all
Supported Targets: none

has_monthly_income - Checks the country's monthly income of a specific resource
has_monthly_income = { resource = engineering_research value < 20 }
Supported Scopes: country
Supported Targets: ???

else - Evaluates the triggers if the display_triggers of preceding 'if' or 'else_if' is not met
if = { limit = { <display_triggers> } <triggers> }
else = { <triggers> }
Supported Scopes: all
Supported Targets: none

has_policy_flag - Checks if the country has a specific policy
has_policy_flag = slavery_not_allowed
Supported Scopes: country
Supported Targets: none

count_deposits - Checks the number of deposits on the tile/planet that meet the specified criteria
count_deposits = { limit = { <triggers> count < 2 }
Supported Scopes: planet
Supported Targets: ???

has_tech_option - Checks if the country has a tech research option currently available
has_tech_option = tech_mining_network_2
Supported Scopes: country
Supported Targets: none

count_tech_options - Checks the country's number available tech research options in a specific field
count_tech_options = { area = physics count > 0 }
Supported Scopes: country
Supported Targets: ???

has_point_of_interest - Checks if the scoped country has a specific point of interest in its situation log
has_point_of_interest = { poi = <id> }
Supported Scopes: planet country ship fleet galactic_object ambient_object
Supported Targets: ???

is_being_repaired - Checks if the ship/fleet is being repaired
is_being_repaired = yes
Supported Scopes: ship fleet
Supported Targets: none

any_ambient_object - Checks if any ambient objects in the game meet the specified criteria
any_ambient_object = { <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_system_ambient_object - Checks if any ambient objects in the system meet the specified criteria
any_system_ambient_object = { <triggers> }
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_ambient_object_flag - Checks if the ambient object has a specific flag
has_ambient_object_flag = <flag>
Supported Scopes: ambient_object
Supported Targets: none

any_bordering_country - Iterate through all bordering countries of a system
any_bordering_country = { <count=<num/all>> <triggers> }
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

galaxy_percentage - Checks if the country has a specific percentage (0.00-1.00) of the galaxy within its borders
galaxy_percentage > 0.40
Supported Scopes: country
Supported Targets: ???

custom_tooltip_fail - Shows custom text only when the associated trigger fails
custom_tooltip_fail = {
text = <text>
<triggers>
}
Supported Scopes: all
Supported Targets: none

count_armies - Checks the number of armies on/in the planet/country that meet the specified criteria
count_armies = { limit = { <triggers> } count < 12 }
Supported Scopes: planet country
Supported Targets: none

is_in_combat - Checks if the ship/fleet is engaged in combat
is_in_combat = yes
Supported Scopes: ship fleet
Supported Targets: none

any_member - Checks if any members of the alliance meet the specified criteria
any_member = { <triggers> }
Supported Scopes: alliance
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_guaranteeing - Checks if the country is guaranteeing the independence of target country
is_guaranteeing = <target>
Supported Scopes: country
Supported Targets: none

is_war_participant - Checks if target country is participating in the war on the specified side
is_war_participant = { who = <target> side = <target> }
Supported Scopes: war
Supported Targets: none

is_homeworld - Checks if the planet is its owner's homeworld
is_homeworld = yes
Supported Scopes: planet
Supported Targets: none

is_friendly_to - Checks if the country has a friendly attitude towards target country
is_friendly_to = <target>
Supported Scopes: country
Supported Targets: none

is_hostile_to - Checks if the country has a hostile attitude towards target country
is_hostile_to = <target>
Supported Scopes: country
Supported Targets: none

is_protective_to - Checks if the country has a protective attitude towards target country
is_protective_to = <target>
Supported Scopes: country
Supported Targets: none

is_threatened_to - Checks if the country has a threatened attitude towards target country
is_threatened_to = <target>
Supported Scopes: country
Supported Targets: none

years_passed - Checks the number of in-game years passed since the 2200 start
years_passed < 150
Supported Scopes: all
Supported Targets: none

mid_game_years_passed - Checks the number of in-game years passed since the mid-game start date
mid_game_years_passed >= 50
Supported Scopes: all
Supported Targets: none

end_game_years_passed - Checks the number of in-game years passed since the end-game start date
end_game_years_passed >= 50
Supported Scopes: all
Supported Targets: none

is_dismissive_to - Checks if the country has a dismissive attitude towards target country
is_dismissive_to = <target>
Supported Scopes: country
Supported Targets: none

is_patronizing_to - Checks if the country has a patronizing attitude towards target country
is_patronizing_to = <target>
Supported Scopes: country
Supported Targets: none

is_angry_to - Checks if the country has an angry attitude towards target country
is_angry_to = <target>
Supported Scopes: country
Supported Targets: none

is_neighbor_of - Checks if the country/planet is neighbors with target country
is_neighbor_of = <target>
Supported Scopes: planet country ship fleet galactic_object
Supported Targets: none

is_rival - Checks if the country has a rival attitude towards target country
is_rival = <target>
Supported Scopes: country
Supported Targets: none

is_unfriendly_to - Checks if the country has an unfriendly attitude towards target country
is_unfriendly_to = <target>
Supported Scopes: country
Supported Targets: none

is_loyal_to - Checks if the country has a loyal attitude towards target country
is_loyal_to = <target>
Supported Scopes: country
Supported Targets: none

is_disloyal_to - Checks if the country has a disloyal attitude towards target country
is_disloyal_to = <target>
Supported Scopes: country
Supported Targets: none

is_cordial_to - Checks if the country has a cordial attitude towards target country
is_cordial_to = <target>
Supported Scopes: country
Supported Targets: none

is_domineering_to - Checks if the country has a domineering attitude towards target country
is_domineering_to = <target>
Supported Scopes: country
Supported Targets: none

fleet_power - Checks the scope's total fleet power
fleet_power > 2500
Supported Scopes: country fleet
Supported Targets: none

has_election_type - Checks if the country has a specific election type
has_election_type = oligarchic
Supported Scopes: country
Supported Targets: none

has_ai_personality - Checks if an AI empire has a certain personality type
has_ai_personality = fanatic_befrienders
Supported Scopes: country
Supported Targets: none

has_ai_personality_behaviour - Checks if a country has a certain AI personality behavior
has_ai_personality_behaviour = slaver
Supported Scopes: country
Supported Targets: none

has_valid_ai_personality - Checks if the country has a valid AI personality
has_valid_ai_personality = yes
Supported Scopes: country
Supported Targets: none

has_migration_access - Checks if the country has migration access to target country
has_migration_access = <target>
Supported Scopes: country
Supported Targets: none

logged_in_to_pdx_account - Checks if the local human is logged in to a Pdx account. This WILL cause an out of sync if used for anything that can change the game state
Supported Scopes: all
Supported Targets: ???

would_join_war - Checks if the country would join the side of target country in a hypothetical war
would_join_war = { attacker = <target> defender = <target> side = <target> }
Supported Scopes: country
Supported Targets: none

can_be_subject - Checks if the country can be a subject of a specific type under target country
can_be_subject = { subject_type = tributary overlord = <target> }
Supported Scopes: country
Supported Targets: ???

count_war_participants - Checks the number of participants in the war on a specific side that meet the specified criteria
count_war_participants = { limit = { <triggers> } side = target count < 4
Supported Scopes: war
Supported Targets: none

count_potential_war_participants - Checks the amount of potential war participants in a specific war that meet the specified criteria
count_potential_war_participants = { attacker = <target> defender = <target> side = <target> limit = { <triggers> } count > 2
Supported Scopes: all
Supported Targets: none

has_skill - Checks if the leader has a specific experience level
has_skill > 2
Supported Scopes: leader
Supported Targets: none

has_experience - Checks if the leader has a specific amount of experience
has_experience < 900
Supported Scopes: leader
Supported Targets: none

any_neighbor_system - Checks if any of the system's neighboring systems meet the specified criteria
any_neighbor_system = { ignore_hyperlanes = <yes/no> <triggers> }
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_under_colonization - Checks if the planet is being colonized
is_under_colonization = yes
Supported Scopes: planet
Supported Targets: none

has_colony_progress - Checks the planet's progress towards completing colonization
has_colony_progress > 20
Supported Scopes: planet
Supported Targets: none

distance_to_empire - Checks the ship/fleet/planet/system's galaxy map distance to target empire
distance = { who = <target> distance = x }
Supported Scopes: planet ship fleet galactic_object
Supported Targets: none

is_unemployed - Checks if the pop is unemployed
is_unemployed = yes
Supported Scopes: pop
Supported Targets: none

years_of_peace - Checks the number of in-game years country has been at peace, with optional parameter to delay from start of game
years_of_peace = { value > 10 delay = 0 }
Supported Scopes: country
Supported Targets: none

is_within_borders_of - Checks if the planet/system is within the borders of the target country
is_within_borders_of = <target>
Supported Scopes: planet galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

num_marauder_empires_to_spawn - Checks the number of marauder empires specified by the galaxy setup
num_marauder_empires_to_spawn > 1
Supported Scopes: all
Supported Targets: none

has_species_flag - Checks if the species has a specific flag
has_species_flag = <flag>
Supported Scopes: species
Supported Targets: none

has_auto_move_target - Checks if the fleet/ship has an active auto-move target set
has_auto_move_target = yes
Supported Scopes: ship fleet
Supported Targets: none

count_system_ships - Checks the system's number of ships that meet the specified criteria
count_system_ships = { limit = { <triggers> } count < 20 }
Supported Scopes: galactic_object
Supported Targets: ???

count_starbase_modules - Checks the number of starbase modules that are of the specified type
count_starbase_modules = { type = anchorage count < 12 }
Supported Scopes: starbase
Supported Targets: none

is_belligerent_to - Checks if the country has a belligerent attitude towards target country
is_belligerent_to = <target>
Supported Scopes: country
Supported Targets: none

is_imperious_to - Checks if the country has a imperious attitude towards target country
is_imperious_to = <target>
Supported Scopes: country
Supported Targets: none

is_arrogant_to - Checks if the country has a arrogant attitude towards target country
is_arrogant_to = <target>
Supported Scopes: country
Supported Targets: none

has_association_status - Check if the country has federation association status with target country
has_association_status = <target>
Supported Scopes: country
Supported Targets: none

is_original_owner - Checks if the target country is the planet's original owner
is_original_owner = <target>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

can_work_job - Checks if the pop can work a job
can_work_job = yes
Supported Scopes: pop
Supported Targets: none

subject_can_diplomacy - Checks if the country is allowed by its overlord to take diplomatic action towards target country
subject_can_diplomacy = <target>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_surveyed_class - Checks if the country has surveyed any planet of a specific class
has_surveyed_class = pc_tundra
Supported Scopes: country
Supported Targets: none

fleet_size - Checks the fleet's fleet size
fleet_size < 125
Supported Scopes: fleet
Supported Targets: none

host_has_dlc - Checks if the host has a specific DLC enabled
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

local_has_dlc - Checks if the local player has a specific DLC enabled
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

num_rare_techs - Checks the country's number of researched rare technologies
num_rare_techs < 4
Supported Scopes: country
Supported Targets: none

has_mandate - Checks if the leader has any, or a specific, mandate
has_mandate = no
has_mandate = mandate_shipwright
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

nor - An inverted OR trigger
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

nand - An inverted AND trigger
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

num_energy - Checks the planet's total amount of energy
num_energy > 19
Supported Scopes: planet
Supported Targets: none

num_armies - Checks the country's number of armies
num_armies < 20
Supported Scopes: country
Supported Targets: ???

has_war_goal - Checks if a war goal is set.
has_war_goal = yes
Supported Scopes: all
Supported Targets: ???

max_naval_capacity - Checks the country's max naval capacity in absolute numbers
max_naval_capacity > 120
Supported Scopes: country
Supported Targets: none

used_naval_capacity_integer - Checks the country's used naval capacity in absolute numbers
used_naval_capacity_integer < 89
Supported Scopes: country
Supported Targets: none

used_naval_capacity_percent - Checks the country's used naval capacity in relative terms (0.00-1.00)
used_naval_capacity_percent < 0.75
Supported Scopes: country
Supported Targets: none

war_begun_num_fleets_gone_mia - Checks amount of target country's fleets that went MIA when the war began
war_begun_num_fleets_gone_mia = { who = <target> value < 10 }
Supported Scopes: war
Supported Targets: none

custom_tooltip_success - Shows custom text only when the associated trigger passes
custom_tooltip_success = {
text = <text>
<triggers>
}
Supported Scopes: all
Supported Targets: none

has_active_event - Checks if country has active events:
has_active_event = {
event.1
event.2
event.n
}
Supported Scopes: country
Supported Targets: none

success_text - For 'desc={trigger={' use. Shows custom text when the associated trigger passes.
success_text = {
text = <text>
<triggers>
}
Supported Scopes: all
Supported Targets: none

fail_text - For 'desc={trigger={' use. Shows custom text when the associated trigger fails.
fail_text = {
text = <text>
<triggers>
}
Supported Scopes: all
Supported Targets: none

is_subject_type - Checks if the country is a specific type of subject
is_subject_type = vassal
Supported Scopes: country
Supported Targets: none

has_defensive_pact - Checks if the country has a defensive pact with target country
has_defensive_pact = <target>
Supported Scopes: country
Supported Targets: none

calc_true_if - Returns true if the specified number of sub-triggers return true
calc_true_if = { amount = 2 <trigger> <trigger> <trigger> }
Supported Scopes: all
Supported Targets: none

is_researching_technology - Checks if the country is currently researching a specific technology
is_researching_technology = tech_gene_seed_purification
Supported Scopes: country
Supported Targets: none

is_subject - Checks if the country is a subject of any other country
is_subject = no
Supported Scopes: country
Supported Targets: none

any_subject - Checks if any of the country's subject states meet the specified criteria
any_subject = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

log - Prints a message to game.log for debugging purposes
log = <string>
Supported Scopes: planet country ship pop fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_enigmatic_to - Checks if the country has a enigmatic attitude towards target country
is_enigmatic_to = <target>
Supported Scopes: country
Supported Targets: none

is_berserker_to - Checks if the country has a berserker attitude towards target country
is_berserker_to = <target>
Supported Scopes: country
Supported Targets: none

has_same_ethos - Checks if a country has the same ethos (complete set of ethics) as a country or pop
has_same_ethos = <target>
Supported Scopes: country pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_majority_species - checks if a planet/country has a particular species as its dominant species
Supported Scopes: planet pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_closed_borders - Check if the country has closed its borders to target country
has_closed_borders = <target>
Supported Scopes: country
Supported Targets: none

is_difficulty - Checks the game's difficulty level (0 normal, 1 hard, 2 insane)
is_difficulty = 2
Supported Scopes: all
Supported Targets: none

is_exact_same_species - Checks if the scoped object is originally of the same species, or currently of the exact same species instance, as another object
is_exact_same_species = <target>
Supported Scopes: country ship pop leader army species
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

can_control_access_for - Checks if the country is allowed to control target country's border access to the country
can_control_access_for = <target>
Supported Scopes: country
Supported Targets: none

is_overlord_to - Checks if the country has an overlord attitude towards target country
is_overlord_to = <target>
Supported Scopes: country
Supported Targets: none

distance_to_core_percent - Checks the ship/fleet/planet/leader/pop/system's distance to the galactic core in percent, where center = 0 and galactic rim = 100
distance_to_core_percent < 60
Supported Scopes: all
Supported Targets: ???

has_non_aggression_pact - Check if the country has a non-aggression pact with target country
has_non_aggression_pact = <target>
Supported Scopes: country
Supported Targets: none

happiness_planet - Checks the average happiness on the planet
happiness_planet < 60
Supported Scopes: planet
Supported Targets: none

count_fleet_ships - Checks the number of ships in the fleet that meet the specified criteria
count_fleet_ships = { limit = { <triggers> } count > 15 }
Supported Scopes: fleet
Supported Targets: ???

pre_ruler_leader_class - Checks the rulers previous leader class
pre_ruler_leader_class = scientist
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_hp_percentage - Checks a fleet or ship's hit points percentage
has_hp_percentage > 0.5
Supported Scopes: ship fleet
Supported Targets: none

can_join_factions - Checks if scoped pop can join a faction
Supported Scopes: pop
Supported Targets: ???

is_custodial_to - Checks if the country has a custodial attitude towards target country
is_custodial_to = <target>
Supported Scopes: country
Supported Targets: none

has_valid_civic - Checks if the current country has a certain civic and if its validated
has_valid_civic = my_test_civic_1
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_non_swapped_tradition - Checks if a country has the given tradition and it is not swapped.
has_non_swapped_tradition = tr_my_santa_claus_tradition
Supported Scopes: country
Supported Targets: none

has_swapped_tradition - Checks if a country has the given swapped tradition.
has_swapped_tradition = tr_my_santa_claus_tradition
Supported Scopes: country
Supported Targets: none

is_event_leader - Checks if a leader is a special event leader (defined in create_leader)
is_event_leader = no
Supported Scopes: leader
Supported Targets: ???

is_crises_allowed - Check if current game allows crises
is_crises_allowed = yes
Supported Scopes: all
Supported Targets: none

is_custom_capital_location - Checks if the spatial object is its owner's custom capital location
is_custom_capital_location = yes
Supported Scopes: planet ship fleet galactic_object
Supported Targets: ???

resource_stockpile_compare - Checks specific resource stockpile for the country scope:
resource_stockpile_compare = {
resource = <resource_name>
value ><= <value>
}

Supported Scopes: country
Supported Targets: ???

resource_income_compare - Checks specific resource income value for the country scope:
resource_income_compare = {
resource = <resource_name>
value ><= <value>
}

Supported Scopes: country
Supported Targets: ???

pop_percentage - Checks the percentage of pops in the scope that fulfill the specified criteria
pop_percentage = { percentage > 0.74 limit = { <triggers> } }
Supported Scopes: planet country pop_faction
Supported Targets: none

num_species - Checks if the number of species on a planet, in an empire or in a pop faction is according to the argument. Does not count genetically modified species as unique.
num_species > 8
Supported Scopes: planet country pop_faction
Supported Targets: none

num_unique_species - Checks if the number of species on a planet, in an empire or in a pop faction is according to the argument. Counts genetically modified species as unique.
num_unique_species < 12
Supported Scopes: planet country pop_faction
Supported Targets: none

has_diplo_migration_treaty - Checks if two countries have a migration treaty.
Supported Scopes: country
Supported Targets: none

has_presence - Checks if a system contains any fleets, stations, mega structures or colonized planets.
has_presence = yes
Supported Scopes: galactic_object
Supported Targets: none

is_megastructure_type - is_megastructure_type = <name of type>. Compares the type of scope's mega structure to a type from the database
Supported Scopes: megastructure
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_upgrading - is_upgrading = <yes/no>. Checks if the scope's fleet or mega structure is currently upgrading
Supported Scopes: megastructure fleet
Supported Targets: ???

relative_power - Compares relative power between two countries. relative_power = { who = <target country> category = <fleet/economy/technology/all> value ><= <pathetic/inferior/equivalent/superior/overwhelming>
Supported Scopes: country
Supported Targets: ???

has_tradition - Checks if a country has the given tradition.
has_tradition = tr_my_santa_claus_tradition
Supported Scopes: country
Supported Targets: none

any_relation - Iterate through all relations
any_relation = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_megastructure_flag - Checks if the mega structure has a specific flag
has_megastructure_flag = <flag>
Supported Scopes: megastructure
Supported Targets: none

has_citizenship_type - Checks if a species/pop/leader has a particular citizenship type in their country
has_citizenship_type = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none

has_population_control - Checks if the pop is prevented from reproducing
has_population_control = yes
Supported Scopes: pop
Supported Targets: ???

has_migration_control - Checks if the pop is prevented from migrating
has_migration_control = yes
Supported Scopes: pop
Supported Targets: ???

species_planet_slave_percentage - Checks if a pop's planet has a specific percentage (0.00-1.00) of the same species enslaved
species_planet_slave_percentage > 0.40
Supported Scopes: pop
Supported Targets: ???

has_ascension_perk - Checks if a country has the given ascension perk.
has_ascension_perk = ap_my_ascension_perk
Supported Scopes: country
Supported Targets: none

num_ascension_perks - Compares the number of AP points the country has spent with the given value
num_ascension_perks > 7
Supported Scopes: country
Supported Targets: none

pop_produces_resource - Checks if a pop is currently producing a particular resource
pop_produces_resource = { type = minerals amount < 5 }
Supported Scopes: pop
Supported Targets: ???

has_military_service_type - Checks if a species/pop/leader has a particular military service type in their country
has_military_service_type = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none

has_purge_type - Checks if a species/pop/leader has a particular purge type in their country
has_purge_type = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none

has_slavery_type - Checks if a species/pop/leader has a particular slavery type in their country
has_slavery_type = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none

has_living_standard - Checks if a species/pop/leader has a particular living standard in their country
has_living_standard = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none

count_planets - Checks the planets in system that meet the criteria
count_planets = { limit = { <triggers> } count < 2 }
Supported Scopes: galactic_object
Supported Targets: none

num_ascension_perk_slots - Compares the number of unlocked ascension perk slots of the scope with the given value
num_ascension_perks > 7
Supported Scopes: country
Supported Targets: none

is_fleet_idle - Checks if the ship/fleet is idfle
is_fleet_idle = yes
Supported Scopes: ship fleet
Supported Targets: none

debug_break - Trigger an assertion to stop the debugger when encountering this trigger; returns the value it is assigned
debug_break = yes
Supported Scopes: all
Supported Targets: ???

has_civic - Checks if the current country has the specified civic
has_civic = my_test_civic_1
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_authority - Checks if the current country has the specified government authority
has_government_authority = democratic
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_invalid_civic - Checks if the current country has a certain civic and if its invalidated
has_invalid_civic = my_test_civic_1
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_colonization_control - Checks if the pop is prevented from migrating
has_colonization_control = yes
Supported Scopes: pop species
Supported Targets: none

has_trade_route - Checks if a system has trade route going through.
has_trade_route = <yes/no>
Supported Scopes: galactic_object
Supported Targets: none

trade_route_value - Checks the trade value going through the system.
trade_route_value >=< 40
Supported Scopes: galactic_object
Supported Targets: none

trade_intercepted_percentage - Checks the intercepted trade value ratio going through the system.
trade_intercepted_percentage >=< 40
Supported Scopes: galactic_object
Supported Targets: none

trade_intercepted_value - Checks the intercepted trade value going through the system.
trade_intercepted_value >=< 40
Supported Scopes: galactic_object
Supported Targets: none

trade_protected_value - Checks the protected trade value going through the system.
trade_protected_value >=< 40
Supported Scopes: galactic_object
Supported Targets: none

trade_protected_percentage - Checks the protected trade value ratio going through the system.
trade_protected_percentage >=< 40
Supported Scopes: galactic_object
Supported Targets: none

num_trade_routes - Counts the number trade routes in the empire.
num_trade_routes >=< 40
Supported Scopes: country
Supported Targets: none

count_species - Counts the number of species in the scope that fulfill the specified criteria, not counting sub-species as unique.
count_species = { count > 4 limit = { <triggers> } }
Supported Scopes: planet country
Supported Targets: none

count_exact_species - Counts the number of species in the scope that fulfill the specified criteria, counting sub-species as unique.
count_exact_species = { count > 4 limit = { <triggers> } }
Supported Scopes: planet country
Supported Targets: none

is_constructing - Checks if the scoped construction ship is building the specified thing
is_constructing = megastructure | <megastructure type> | starbase | mining_station | research_station | observation_post | <ship class>
Supported Scopes: ship fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_ruler_trait - Checks if a leader has a certain ruler trait, even if they are not currently ruler
has_ruler_trait = leader_trait_carefree
Supported Scopes: leader
Supported Targets: none

num_trait_points - Checks the country/pop/leader/species' number of traits points spent
num_traits < 3
Supported Scopes: country pop leader species
Supported Targets: none

has_component - Checks if a ship has a certain component
has_component = <component template key>
Supported Scopes: ship
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_notification_modifier - Checks if a country has a certain notification modifier
has_notification_modifier = <key>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

pop_maintenance_cost - Checks the maintenace costs of a pop
pop_maintenance_cost > 0
Supported Scopes: pop
Supported Targets: none

conditional_tooltip - The enclosed trigger will be completely ignored if the condition in "trigger" isn't true. Useful to hide part of tooltips that are not relevant.
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_natural_wormhole - Returns true if the scopes system contains at least one natural wormhole
has_natural_wormhole = yes
Supported Scopes: galactic_object
Supported Targets: none

has_claim - Checks if the country has claims on the given country or system.
has_claim = <country|system>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

num_active_gateways - Checks the number of active gateways in the galaxy
num_active_gateways < 3
Supported Scopes: all
Supported Targets: none

attacker_war_exhaustion - Checks the war exhaustion of the war's attackers
attacker_exhaustion_score > 60
Supported Scopes: war
Supported Targets: ???

defender_war_exhaustion - Checks the war exhaustion of the war's defenders
defender_war_exhaustion < 20
Supported Scopes: war
Supported Targets: ???

off_war_exhaustion_sum - Checks the country's total war exhaustion for all offensive wars
off_war_exhaustion_sum < 10
Supported Scopes: country
Supported Targets: ???

def_war_exhaustion_sum - Checks the country's total war exhaustion for all defemsove wars
def_war_exhaustion_sum > 75
Supported Scopes: country
Supported Targets: ???

has_starbase_module - Checks if the starbase has a specific module
has_starbase_module = <starbase module>
Supported Scopes: starbase
Supported Targets: none

has_starbase_building - Checks if the starbase has a specific building
has_starbase_building = <starbase building>
Supported Scopes: starbase
Supported Targets: none

has_starbase_size - Compares the starbase ship size
has_starbase_size >= <starbase ship size>
Supported Scopes: starbase
Supported Targets: none

has_seen_any_bypass - Checks the scoped country has ever encountered a bypass of a given type before
has_seen_any_bypass = bypass_type
Supported Scopes: country
Supported Targets: none

has_seen_specific_bypass - Checks the scoped country has encountered a specific bypass before
has_seen_specific_bypass = ROOT
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

owns_any_bypass - Checks if the scoped country controls any system containing a bypass of a specific type
owns_any_bypass = bypass_type
Supported Scopes: country
Supported Targets: ???

has_casus_belli - Checks if the country has a valid casus belli (any casus belli or a specific one) on the given country.
has_casus_belli = {
target = <country>
type = <cb_type> #optional
}
Supported Scopes: country
Supported Targets: THIS

num_starbases - Counts the number of starbases owned by the scoped country
num_starbases >= 1
Supported Scopes: country
Supported Targets: ???

num_owned_active_gateways - Checks the number of active gateways owned by the scoped country
num_owned_active_gateways < 3
Supported Scopes: country
Supported Targets: none

using_war_goal - Checks if a war has a specific war goal
using_war_goal = { type = <war goal> owner = <eventtarget, country> }
Supported Scopes: war
Supported Targets: none

has_status - Checks the current status of the scoped ship or fleet.
has_status = <colossus status> #charging/firing
Supported Scopes: ship fleet
Supported Targets: none

valid_planet_killer_target - Checks if the scoped fleet can target the given planet with its planet killer weapon
valid_planet_killer_target = <planet>
Supported Scopes: fleet
Supported Targets: none

has_orbital_bombardment - Checks whether a planet is under bombardment
has_orbital_bombardment = yes
Supported Scopes: planet
Supported Targets: none

has_orbital_bombardment_stance - Checks to what degree the planet is being bombarded
has_orbital_bombardment_stance = selective
Supported Scopes: planet
Supported Targets: none

count_starbase_sizes - Checks if the scoped country has a specified quantity of a starbase size
count_starbase_sizes = {
starbase_size = <starbase_ship_size>
count >= 2}
Supported Scopes: country
Supported Targets: none

command_limit - Checks the country's command limit
command_limit > 120
Supported Scopes: country
Supported Targets: none

has_hyperlane_to - Checks if the system has a hyperlane connection to target system
has_hyperlane_to = <target>
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_bridge - Checks if a system has the bridge flag or not.
is_bridge = <yes/no>
Supported Scopes: galactic_object
Supported Targets: none

inverted_switch - Switch case for a trigger treated as NOT.
inverted_switch = {
trigger = pop_has_ethic
ethic_xenophile = { <trigger> }
ethic_xenophobe = { <trigger> }
default = { <trigger> }
}
Supported Scopes: all
Supported Targets: ???

is_scope_set - Checks if the scope is set for appropriate target
is_scope_set = <target>
Supported Scopes: planet country ship pop fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_primary_star - Checks if the planet is the system's primary star
is_primary_star = yes
Supported Scopes: planet
Supported Targets: none

last_changed_species_rights_type - Check if the last species rights type changed for the pop or leader is of type type
last_changed_species_rights_type = <living_standard/citizenship/military_service/slavery/purge/colonization_control/population_control/migration_control/none>
Supported Scopes: pop leader
Supported Targets: none

controlled_systems - Checks the country's number of controlled systems
controlled_systems < 3
Supported Scopes: country
Supported Targets: none

exploitable_planets - Checks the country has planets that are unexploited
exploitable_planets < 3
Supported Scopes: country
Supported Targets: none

controlled_colonizable - Checks the country controls planets that are colonizable
controlled_colonizable > 0
Supported Scopes: country
Supported Targets: none

ai_colonize_plans - Checks how many plans the AI have for colonization (lighter than controlled_colonizable for AI)
ai_colonize_plans > 0
Supported Scopes: country
Supported Targets: none

scientist_count - Checks the countrys' number of scientists
scientist_count < 4
Supported Scopes: country
Supported Targets: none

has_ai_expansion_plan - Checks if the country AI has any plans to expand
has_ai_expansion_plan = no
Supported Scopes: country
Supported Targets: none

is_on_market - Checks if resource is enabled on the Galactic Market
is_on_market = <resource_name>
Supported Scopes: all
Supported Targets: none

highest_threat - Checks the countrys' highest threat against it
highest_threat > 100
Supported Scopes: country
Supported Targets: none

has_rival - Checks if the target country is the country's rival
has_rival = <target>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_overlord - Checks if the target country is the country's overlord
has_overlordo = <target>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_sector_type - Checks if the sector has a specific type
has_sector_type = <sector type>
Supported Scopes: sector (unknown)
Supported Targets: none

num_sectors - Counts the number of sectors owned by the scoped country
num_sectors >= 1
Supported Scopes: country
Supported Targets: none

any_owned_army - Iterate through each army that is owned by the country
any_owned_army = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_owned_army - Iterate through each army that is owned by the country
count_owned_army = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none

any_planet_army - Iterate through each defending army on a planet
any_planet_army = { <count=<num/all>> <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_planet_army - Iterate through each defending army on a planet
count_planet_army = { <count=<num/all>> <triggers> }
Supported Scopes: planet
Supported Targets: none

count_country - Iterate through all countries
count_country = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: none

count_relation - Iterate through all relations
count_relation = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none

any_neighbor_country - Iterate through all neighbor countries
any_neighbor_country = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_neighbor_country - Iterate through all neighbor countries
count_neighbor_country = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none

count_bordering_country - Iterate through all bordering countries of a system
count_bordering_country = { <count=<num/all>> <triggers> }
Supported Scopes: galactic_object
Supported Targets: none

any_combatant_fleet - Iterate through each fleet this fleet is in combat with
any_combatant_fleet = { <count=<num/all>> <triggers> }
Supported Scopes: fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_combatant_fleet - Iterate through each fleet this fleet is in combat with
count_combatant_fleet = { <count=<num/all>> <triggers> }
Supported Scopes: fleet
Supported Targets: none

any_pool_leader - Iterate through each leader that is recruitable for the country
any_pool_leader = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_pool_leader - Iterate through each leader that is recruitable for the country
count_pool_leader = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none

any_megastructure - Iterate through each megastructure
any_megastructure = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_megastructure - Iterate through each megastructure
count_megastructure = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: none

any_owned_megastructure - Iterate through each owned megastructure
any_owned_megastructure = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_owned_megastructure - Iterate through each owned megastructure
count_owned_megastructure = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none

any_system_megastructure - Iterate through each megastructure in system
any_system_megastructure = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_system_megastructure - Iterate through each megastructure in system
count_system_megastructure = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: none

count_owned_pop - Iterate through all owned pops
count_owned_pop = { <count=<num/all>> <triggers> }
Supported Scopes: planet country pop_faction
Supported Targets: none

any_owned_pop_species - Iterate through each species of a country's owned pops
any_owned_pop_species = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_owned_pop_species - Iterate through each species of a country's owned pops
count_owned_pop_species = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none

any_owned_starbase - Iterate through every owned starbase
any_owned_starbase = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_owned_starbase - Iterate through every owned starbase
count_owned_starbase = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none

any_system - Iterate through all systems
any_system = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_system - Iterate through all systems
count_system = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: none

count_rim_system - Iterate through all rim systems
count_rim_system = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: none

any_system_within_border - Iterate through all systems within the country's borders
any_system_within_border = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_system_within_border - Iterate through all systems within the country's borders
count_system_within_border = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none

any_war_participant - Iterate through all war participants
any_war_participant = { <count=<num/all>> <triggers> }
Supported Scopes: war
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_war_participant - Iterate through all war participants
count_war_participant = { <count=<num/all>> <triggers> }
Supported Scopes: war
Supported Targets: none

any_sector - Iterate through all sectors
any_sector = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_sector - Iterate through all sectors
count_sector = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: none

any_owned_sector - Iterate through every owned sector
any_owned_sector = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_owned_sector - Iterate through every owned sector
count_owned_sector = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none


=================
[12:53:27][consolecmdimpl.cpp:2652]:
== EFFECT DOCUMENTATION ==
tooltip - Just a tooltip
Supported Scopes: planet country ship pop
Supported Targets: ???

hidden_effect - Prevents enclosed effects from being displayed in tooltip
hidden_effect = { <effects> }
Supported Scopes: all
Supported Targets: none

custom_tooltip - Displays a specific localization string in tooltip
custom_tooltip = <string>
Supported Scopes: all
Supported Targets: none

if - Executes enclosed effects if limit criteria are met
if = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

random_list - Picks one random set of effects from a list, influenced by relative weight
random_list = { 50 = { <effects> } 20 = { <effects> } 30 = { <effects> } 999 = { <effects> } }
Supported Scopes: all
Supported Targets: none

every_owned_planet - Executes enclosed effects on every planet -owned by the scoped country- that meet the limit criteria
every_owned_planet = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_owned_planet - Executes enclosed effects on a planet -owned by the scoped country- that meets the limit criteria
random_owned_planet = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_controlled_planet - Executes enclosed effects on every planet -controlled by the scoped country- that meet the limit criteria
every_controlled_planet = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_controlled_planet - Executes enclosed effects on a random planet -owned by the scoped country- that meets the limit criteria
random_controlled_planet = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

remove_deposit - Remove resource deposit on the scoped planet or deposit, does not fire on_cleared if used on a blocker
add_deposit = <key/yes>
Supported Scopes: planet deposit
Supported Targets: none

set_owner - Instantly sets the owner of the scoped planet/fleet/army/starbase to target country
set_owner = <target>
Supported Scopes: planet fleet army starbase
Supported Targets: none

unemploy_pop - Fires scoped pop from its job
unemploy_pop = yes
Supported Scopes: pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

check_planet_employment - Immediately runs a job evaluation on the planet, firing and employing pops as needed
check_planet_employment = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

change_species_portrait - Changes the portrait of the species in scope.
change_species_portrait = <key or species event target>
Supported Scopes: species
Supported Targets: none

every_war_defender - Executes enclosed effects on every defender that meets the limit criteria in the scoped country's war with a specific enemy
every_war_defender = { enemy = <target> limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

clear_pop_category - Resets category of a pop
clear_pop_category = yes
Supported Scopes: pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

every_war_attacker - Executes enclosed effects on every attacker that meets the limit criteria in the scoped country's war with a specific enemy
every_war_attacker = { enemy = <target> limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_war_defender - Executes enclosed effects on a random defender that meets the limit criteria in the scoped country's war with a specific enemy
random_war_defender = { enemy = <target> limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

add_random_non_blocker_deposit - Adds random non-blocker resource deposit to the scoped planet
add_random_non_blocker_deposit = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

random_war_attacker - Executes enclosed effects on a random attacker that meets the limit criteria in the scoped country's war with a specific enemy
random_war_attacker = { enemy = <target> limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

remove_last_built_building - Removes last built building from the scoped planet
remove_last_built_building = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

remove_all_buildings - Removes all buildings from the scoped planet
remove_all_buildings = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

give_technology - Instantly gives a specific tech to the scoped country
give_technology = { tech = tech_desert_colonization message = yes }
Supported Scopes: country
Supported Targets: none

add_building - Begins construction of a specific building on the scoped tile
add_building = <key>
Supported Scopes: planet
Supported Targets: none

add_planet_devastation - Instantly adds devastation to scoped planet
add_planet_devastation = 5
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

create_half_species - Creates a new pop from a half-species on the planet
create_half_species = { species_one = <target> species_two = <target> }
Supported Scopes: all
Supported Targets: none

calculate_modifier - Forces target planet or country to calculate its internal modifier
calculate_modifier = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

establish_branch_office - Establish branch office on scoped planet for target country
establish_branch_office = <target>
Supported Scopes: planet
Supported Targets: none

close_branch_office - Close branch office on scoped planet
close_branch_office = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

clear_blockers - Removes all blockers from the scoped planet
clear_blockers = yes
Supported Scopes: planet
Supported Targets: none

set_built_species - Changes the built species of the scoped object
set_built_species = <target>
Supported Scopes: country
Supported Targets: none

set_country_flag - Sets an arbitrarily-named flag on the scoped country
set_country_flag = <key>
Supported Scopes: country
Supported Targets: none

set_planet_flag - Sets an arbitrarily-named flag on the scoped planet
set_planet_flag = <key>
Supported Scopes: planet
Supported Targets: none

set_fleet_flag - Sets an arbitrarily-named flag on the scoped fleet
set_fleet_flag = <key>
Supported Scopes: fleet
Supported Targets: none

set_ship_flag - Sets an arbitrarily-named flag on the scoped ship
set_ship_flag = <key>
Supported Scopes: ship
Supported Targets: none

remove_country_flag - Removes a flag from the scoped country
remove_country_flag = <key>
Supported Scopes: country
Supported Targets: none

remove_planet_flag - Removes a flag from the scoped planet
remove_planet_flag = <key>
Supported Scopes: planet
Supported Targets: none

remove_fleet_flag - Removes a flag from the scoped fleet
remove_fleet_flag = <key>
Supported Scopes: fleet
Supported Targets: none

remove_ship_flag - Removes a flag from the scoped ship
remove_ship_flag = <key>
Supported Scopes: ship
Supported Targets: none

every_owned_ship - Executes enclosed effects on every ship -owned by the scoped country- that meet the limit criteria
every_owned_ship = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_owned_ship - Executes enclosed effects on a random ship -owned by the scoped country/fleet- that meets the limit criteria
random_owned_ship = { limit = { <triggers> } <effects> }
Supported Scopes: country fleet
Supported Targets: none

create_species - Creates a new species
create_species = {
name = <string>
plural = <string>
class = <species class key>
portrait = <random/portrait id>
homeworld = <target>
traits = { <specific/random traits> }
sapient = <Y/N, determines if species is pre-sapient>
is_mod = <Y/N, determines if species is a modification of another>
immortal = <Y/N, determines if species leaders are immortal>
}
Supported Scopes: all
Supported Targets: none

create_country - Creates a new country
create_country = {
name = <string/random>
type = <key>
auto_delete = <bool>
name_list = <key>
ship_prefix = <string>
authority = <key>
civics = random / { civic = <key> civic = random }
species = <target>
flag = <random / { icon = { category = <key> file = <filename.dds> } background = { category = <key> file = <filename.dds> } colors = { <key> <key> } }
ethos = <random / { ethic = <key> ethic = <key> }>
effect = { <effects executed on country> }
}
Supported Scopes: all
Supported Targets: none

create_fleet - Creates a new fleet
create_fleet = { name = <string> effect = { <create_ship, set_owner, set_location etc effects go here> } }
Supported Scopes: all
Supported Targets: none

create_army - Creates a new army
create_army = {
name = <string>
owner = <target>
species = <target>
type = <key>
}
Supported Scopes: planet
Supported Targets: none

modify_army - Modifies army with parameters:
modify_army = {
name = <string>
owner = <target>
species = <target>
type = <key>
}
Supported Scopes: army
Supported Targets: none

set_location - Sets the fleet/ambient object's location, can be fine-tuned
set_location = <target>
set_location = {
target = <target>
distance = <int/random>
angle = <int/random>
direction = <in_system/out_system>
}
Supported Scopes: fleet ambient_object
Supported Targets: none

create_ship - Creates a new ship
create_ship = {
name = <string/random>
design = <ship design key/target, or use random_existing_design>
random_existing_design = <ship size key>
graphical_culture = <graphical culture key>
prefix = <Y/N, determines if ship name should use owner country prefix>
colonizer_species = <species, default: fleet owner founder species>
}
Supported Scopes: fleet starbase
Supported Targets: none

set_primitive - [DEPRECATED, USE SET_COUNTRY_TYPE] Sets the scoped country as primitive
set_primitive = yes
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

create_pop - Creates a new pop on the scoped planet
create_pop = {
species = <target / key>
ethos = <random / target / { ethic = <key> ethic = <key> }>
}
Supported Scopes: planet
Supported Targets: none

create_colony - Creates a colony on the scoped planet
create_colony_effect = {
owner = <target>
species = <target / key>
ethos = <random / target / { ethic = <key> ethic = <key> }>
}
Supported Scopes: planet
Supported Targets: none

set_capital - Sets the scoped planet to be the capital of its owner country
set_capital = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

change_pc - Changes the class of the scoped planet
change_pc = <class/random list>
change_pc = { class = <class/random list> inherit_entity = yes }
Supported Scopes: planet
Supported Targets: none

random_country - Iterate through all countries
random_country = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

random_pop - Executes enclosed effects on a random pop that meets the limit criteria
random_pop = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: none

kill_pop - Instantly destroys the scoped pop
kill_pop = yes
Supported Scopes: pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

destroy_colony - Destroys the colony on the scoped planet
destroy_colony = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

add_experience - Adds a sum of experience points to the scoped leader
add_experience = 200
Supported Scopes: leader
Supported Targets: none

set_ring - Adds or removes a planetary ring around the scoped planet
set_ring = no
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

create_mining_station - Creates a mining station in orbit of the scoped planet
create_mining_station = { owner = <target> }
Supported Scopes: planet
Supported Targets: none

create_research_station - Creates a research station in orbit of the scoped planet
create_research_station = { owner = <target> }
Supported Scopes: planet
Supported Targets: none

set_pop_flag - Sets an arbitrarily-named flag on the scoped country
set_country_flag = <key>
Supported Scopes: pop
Supported Targets: none

remove_pop_flag - Removes a flag from the scoped pop
remove_fleet_flag = <key>
Supported Scopes: pop
Supported Targets: none

every_owned_pop - Iterate through all owned pops
every_owned_pop = { limit = { <triggers> } <effects> }
Supported Scopes: planet country pop_faction
Supported Targets: none

set_name - Sets the name of the scoped country/planet/ship/fleet/leader/army/system/pop faction
set_name = <string>
Supported Scopes: megastructure planet country ship fleet galactic_object leader army pop_faction
Supported Targets: none

random_planet - Executes enclosed effects on a random planet that meets the limit criteria
random_planet = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

add_modifier - Adds a specific modifier to the scoped planet/pop/country/fleet/ship/pop/system/faction for a set duration
add_modifier = { modifier = <key> days = <int, -1 means it never expires> }
Supported Scopes: megastructure planet country ship pop fleet galactic_object pop_faction
Supported Targets: none

reduce_hp - Reduces the hull points of the scoped ship by a specific amount
reduce_hp = 120
Supported Scopes: ship
Supported Targets: none

reduce_hp_percent - Reduces the hull points of the scoped ship by a relative amount
reduce_hp_percent = 0.25
Supported Scopes: ship
Supported Targets: none

repair_ship - Restores all hull points to the scoped ship
repair_ship = yes
Supported Scopes: ship
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

destroy_country - Destroys the scoped country
destroy_country = yes
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_variable - Sets or creates an arbitrarily-named variable with a specific value in the current scope
set_variable = { which = <string> value = <int> }
Supported Scopes: all
Supported Targets: none

remove_global_flag - Removes a global flag
remove_global_flag = <key>
Supported Scopes: all
Supported Targets: none

set_global_flag - Sets an arbitrarily-named global flag
set_global_flag = <key>
Supported Scopes: all
Supported Targets: none

change_variable - Increments a previously-set variable by a specific amount
change_variable = { which = <string> = value = <int> }
Supported Scopes: all
Supported Targets: none

every_pop - Executes enclosed effects for every pop in the game that meet the limit criteria
every_pop = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

every_country - Iterate through all countries
every_country = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

every_playable_country - switches Scope to and goes through all playable countries
Supported Scopes: all
Supported Targets: none

random_playable_country - Scopes to a random playable country
Supported Scopes: all
Supported Targets: none

every_ship - Executes enclosed effects for every ship in the game that meet the limit criteria
every_ship = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

every_planet - Executes enclosed effects for every planet in the game that meet the limit criteria
every_planet = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

set_event_locked - Silently disables the scoped fleet to prevent player action, remember to unlock at the end of the event
set_event_locked = no
Supported Scopes: fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

clear_orders - Clears all fleet orders from the scoped fleet
clear_order = yes
Supported Scopes: fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

order_forced_return - Forces scoped fleet to retreat to friendly territory
order_forced_return = yes
Supported Scopes: fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

declare_war - Declares war between the scoped country and target country
declare_war = {
target = <target country>
name = <optional war name>
attacker_war_goal = <war goal>
}
Supported Scopes: country
Supported Targets: none

set_star_flag - Sets an arbitrarily-named flag on the scoped system
set_star_flag = <key>
Supported Scopes: galactic_object
Supported Targets: none

remove_star_flag - Removes a flag from the scoped system
remove_star_flag = <key>
Supported Scopes: galactic_object
Supported Targets: none

set_spawn_system_batch - Optimizes the calls for spawn_system effect.
Spawn system should be located in a block between Begin and End.
Begin: set_spawn_system_batch = begin
End: set_spawn_system_batch = end
Supported Scopes: all
Supported Targets: none

spawn_system - Spawns a new system at a position relative to the scoped system/planet/ship.
spawn_system = { min_distance = <int 0-100> max_distance = <int 0-100> initializer = <key for pre-defined system> hyperlane=<yes/no> is_discovered=<yes/no>}
Supported Scopes: planet ship galactic_object no_scope
Supported Targets: none

random_research_station - Executes enclosed effects on a random orbital research station that meets the limit criteria
random_research_station = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: ???

dismantle - Dismantles the scoped orbital station (fleet)
dismantle = yes
Supported Scopes: fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

random_mining_station - Executes enclosed effects on a random orbital mining station that meets the limit criteria
random_research_station = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: ???

set_advisor_active - Enables or disables the VIR window pop-in
set_advisor_active = no
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

save_event_target_as - Saves the current scope as an arbitrarily-named target to be referenced later in the (unbroken) event chain
save_event_target_as = <string>
Supported Scopes: all
Supported Targets: none

save_global_event_target_as - Saves the current scope as an arbitrarily-named target to be referenced later, accessible globally until cleared
save_event_target_as = <string>
Supported Scopes: all
Supported Targets: none

clear_global_event_target - Deletes the specified saved global target reference
clear_global_event_target = <string>
Supported Scopes: all
Supported Targets: none

clear_global_event_targets - Deletes all saved global target references
clear_global_event_targets = yes
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

break - Prevents execution of subsequent effects in the same effect block, used with if-statements
break = yes
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_tutorial_level - Changes the scoped country's tutorial level (0 none, 1 limited, 2 full)
set_tutorial_level = 0
Supported Scopes: country
Supported Targets: none

begin_event_chain - Starts a situation log event chain for target country
begin_event_chain = { event_chain = <key> target = <target> }
Supported Scopes: all
Supported Targets: none

end_event_chain - Ends a specific situation log event chain for the scoped country
end_event_chain = <key>
Supported Scopes: country
Supported Targets: none

queue_actions - Adds actions to the scoped fleet's action queue
queue_actions = { repeat = { <fleet actions> } }
Supported Scopes: fleet
Supported Targets: none

clear_fleet_actions - Clears all queued fleet actions for target fleet
clear_fleet_actions = <target>
Supported Scopes: fleet
Supported Targets: none

destroy_fleet - Destroys the target fleet (with death graphics)
destroy_fleet = <target>
destroy_fleet = {
target=<target>
kill_leader=<yes/no> #default yes
destroy_template=<yes/no> #default no
}
Supported Scopes: all
Supported Targets: none

create_ambient_object - Creates a new ambient object
create_ambient_object = { type = <key> location = <target> }
For VFX use:
create_ambient_object = {
type = <key>
scale = <float>
location = <target>
use_3d_location = <bool, use 3D entity or 2D coordinate of the location entity as base>
entity_offset = {
min = <int>
max = <int>
}
entity_offset_angle = {
min = <int>
max = <int>
}
entity_offset_height = {
min = <int>
max = <int>
}
entity_face_object = star/FROM/etc
entity_scale_to_size = yes/no
target = <target>
duration = <int, days>
}
Supported Scopes: all
Supported Targets: none

destroy_ambient_object - Destroys target ambient object
destroy_ambient_object = <target>
Supported Scopes: all
Supported Targets: none

add_trait - Adds a specific trait to the scoped leader
add_trait = <trait>
Supported Scopes: leader
Supported Targets: none

remove_trait - Removes a specific trait from the scoped leader
remove_trait = <key>
Supported Scopes: leader
Supported Targets: none

modify_species - Creates a new, modified species based on an already-extant species
modify_species = {
species = <target> # species to modify
base = <target>/auto/none # new base species; default: auto (uses species)
add_trait = <key> # optional, can specify multiple
remove_trait = <key> # optional, can specify multiple
ideal_planet_class = <target or pc_name> # optional
change_scoped_species = yes/no # modify scoped pops/planet/leader/country; default: yes
portrait = <target or portrait name> # optional
}
Supported Scopes: planet country pop leader
Supported Targets: none

add_opinion_modifier - Adds a specific opinion modifier for the scoped country towards target country
add_opinion_modifier = { modifier = <key> who = <target> }
Supported Scopes: country
Supported Targets: none

establish_contact - Establishes first contact between the scoped country and target country at the set location
establish_contact = { who = <target> location = <target> }
Supported Scopes: country
Supported Targets: none

set_faction_hostility - Sets the aggro state of the scoped faction-type country
set_faction_hostility = { target = country set_hostile = yes set_neutral = no set_friendly = no }
Supported Scopes: country
Supported Targets: none

set_market_leader - Set scoped country as the current Galactic Market leader. set_market_leader = <yes/no>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

random_system_planet - Executes enclosed effects on a random planet within the scoped system that meets the limit criteria
random_system_planet = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

add_event_chain_counter - Increments (or decrements with negative values) an event chain counter for the scoped country by a specific amount
add_event_chain_counter = { event_chain = <key> counter = <key> amount = <int> }

Supported Scopes: country
Supported Targets: none

add_anomaly - Adds a specific anomaly category to the scoped planet
add_anomaly = <key>
Supported Scopes: all
Supported Targets: none

set_disable_at_health - Sets the scoped ship to become disabled at a certain hull point percentage
set_disable_at_health = <0-1 float>
Supported Scopes: ship
Supported Targets: none

remove_building - Removes a specific building from the scoped planet
remove_building = <key>
Supported Scopes: planet
Supported Targets: none

change_planet_size - Adds/Removes tiles to/from the scoped planet to adjust its planet size
change_planet_size = <+/- int>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

every_deposit - Executes on every deposit on planet
Supported Scopes: planet
Supported Targets: none

random_deposit - Executes enclosed effects on a random deposit on the scoped planet that meets the limit criteria
random_deposit = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: none

create_point_of_interest - Creates a point of interest for the scoped country at a specific location, associated with an event chain
create_point_of_interest = { id = <key> name = <string> desc = <string> event_chain = <key> location = <target> }
Supported Scopes: planet country ship pop
Supported Targets: none

remove_point_of_interest - Removes a specific point of interest from the scoped country's situation log
remove_point_of_interest = <key>
Supported Scopes: country
Supported Targets: none

set_relation_flag - Sets a relation flag for the scoped country towards target country
set_relation_flag = { who = <target> flag = <key> }
Supported Scopes: country
Supported Targets: none

remove_relation_flag - Removes a specific relation flag towards target country from the scoped country
remove_relation_flag = { who = <target> flag = <key> }
Supported Scopes: country
Supported Targets: none

random_moon - Executes enclosed effects on a random moon that meets the limit criteria
random_moon = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: none

every_moon - Executes enclosed effects on every moon that meets the limit criteria
every_moon = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: none

kill_leader - Kills the scoped leader or leader of the scoped country/fleet/ship/planet/army
kill_leader = { type = general type = scientist etc. }
kill_leader = { type = <key, optional, if left out will kill scoped leader> show_notification = <yes/no> heir = <yes, optional, if added to type = ruler, will kill heir instead> }
Supported Scopes: planet country ship fleet leader army
Supported Targets: none

assign_leader - Assigns target leader to the scoped country/fleet/army/pop faction
assign_leader = <target>
Supported Scopes: country fleet army pop_faction
Supported Targets: none

country_add_ethic - Adds a specific ethic to the scoped country
country_add_ethic = <key>
Supported Scopes: country
Supported Targets: none

country_remove_ethic - Removes a specific ethic from the scoped country
country_remove_ethic = <key>
Supported Scopes: country
Supported Targets: none

set_timed_country_flag - Sets an arbitrarily-named flag on the scoped country for a set duration
set_timed_country_flag = { flag = <key> days = <int> }
Supported Scopes: country
Supported Targets: none

set_timed_fleet_flag - Sets an arbitrarily-named flag on the scoped fleet for a set duration
set_timed_fleet_flag = { flag = <key> days = <int> }
Supported Scopes: fleet
Supported Targets: none

set_timed_global_flag - Sets an arbitrarily-named global flag for a set duration
set_timed_global_flag = { flag = <key> days = <int> }
Supported Scopes: all
Supported Targets: none

set_timed_planet_flag - Sets an arbitrarily-named flag on the scoped planet for a set duration
set_timed_planet_flag = { flag = <key> days = <int> }
Supported Scopes: planet
Supported Targets: none

set_timed_pop_flag - Sets an arbitrarily-named flag on the scoped pop for a set duration
set_timed_pop_flag = { flag = <key> days = <int> }
Supported Scopes: pop
Supported Targets: none

set_timed_relation_flag - Sets an arbitrarily-named flag for the scoped country towards target country for a set duration
set_timed_relation_flag = { flag = <key> who = <target> days = <int> }
Supported Scopes: country
Supported Targets: none

set_timed_ship_flag - Sets an arbitrarily-named flag on the scoped ship for a set duration
set_timed_ship_flag = { flag = <key> days = <int> }
Supported Scopes: ship
Supported Targets: none

set_timed_star_flag - Sets an arbitrarily-named flag on the scoped system for a set duration
set_timed_system_flag = { flag = <key> days = <int> }
Supported Scopes: galactic_object
Supported Targets: none

every_planet_within_border - Executes enclosed effects on every planet within the scoped country's borders that meet the limit criteria
every_planet_within_border = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_rim_system - Iterate through all rim systems
every_rim_system = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

random_rim_system - Iterate through all rim systems
random_rim_system = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

remove_modifier - Removes a specific modifier from the scopes planet/country/pop/system
remove_modifier = <key>
Supported Scopes: megastructure planet country ship pop fleet galactic_object pop_faction
Supported Targets: none

add_ship_design - Adds a specific ship design to the scoped country
add_ship_design = <target>
Supported Scopes: country
Supported Targets: none

add_mission_progress - Adds or subtracts progress to/from the scoped observation post's current mission
add_mission_progress = <+/- float>
Supported Scopes: fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

create_army_transport - Creates a new army in a new transport ship
create_army_transport = {
ship_name = <string>
graphical_culture = <key>
army_name = <string>
army_type = <key>
species = <target>
}
Supported Scopes: fleet
Supported Targets: none

switch - Executes the first appropriate effect set for a specific trigger
switch = {
trigger = <trigger>
<corresponding key/bool/int> = { <effect> }
<corresponding key/bool/int> > (less/greater than appear 'reversed') { <effect> }
default = { <effect> }
}
Supported Scopes: all
Supported Targets: none

set_pop_faction - Sets the scoped pop to belong to a specific pop faction
set_pop_faction = <target>
Supported Scopes: pop
Supported Targets: none

set_graphical_culture - Sets the scoped object's graphical culture
set_graphical_culture = <key>
Supported Scopes: megastructure country
Supported Targets: none

set_formation_scale - Scales the scoped fleet's formation's ship spacing, above and below 1.0
set_formation_scale = <float>
Supported Scopes: fleet
Supported Targets: none

set_controller - Instantly sets the planet/fleet's controller to target country
set_controller = <target>
Supported Scopes: planet fleet
Supported Targets: none

force_faction_evaluation - Forces target pop to immediately evaluate their attraction to various pop factions
force_faction_evaluation = yes
Supported Scopes: pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

enable_faction_of_type - Forces scoped country to evaluate whether to create a specific faction type immediately, rather than monthly
enable_faction_of_type = <key>
Supported Scopes: country
Supported Targets: none

clear_uncharted_space - Clears uncharted space from the galaxy map for the scoped country, in a radius around target system
clear_uncharted_space = { from = <target> }
Supported Scopes: country
Supported Targets: none

every_owned_leader - Executes enclosed effects on every leader owned by scoped country that meets the limit criteria
every_owned_leader = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_owned_leader - Executes enclosed effects on a random leader owned by scoped country that meets the limit criteria
random_owned_leader = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

establish_communications - Establish communications between scoped country and target country
establish_communications = <target>
Supported Scopes: country
Supported Targets: none

add_monthly_resource_mult - Adds a lump sum of a resource to the scoped country, defined as a multiple of the country's monthly income of that resource (clamped to max and min allowed values)
add_monthly_resource_mult = { resource = <key> value = <multiplier, float> max = <max cap, int> min = <min cap, int> }
Supported Scopes: country
Supported Targets: none

set_leader_flag - Sets an arbitrarily-named flag on the scoped leader
set_leader_flag = <key>
Supported Scopes: leader
Supported Targets: none

remove_leader_flag - Removes a flag from the scoped leader
remove_leader_flag = <key>
Supported Scopes: leader
Supported Targets: none

add_research_option - Adds a tech research option to the scoped country's tech view list, permanent until researched
add_research_option = <key>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_heir - Sets the target leader to be the scoped country's heir
set_heir = <target>
Supported Scopes: country
Supported Targets: none

leave_alliance - Removes scoped country from any alliances it is in
leave_alliance = { override_requirements = yes/no }
Supported Scopes: country
Supported Targets: none

random_owned_pop - Iterate through all owned pops
random_owned_pop = { limit = { <triggers> } <effects> }
Supported Scopes: planet country pop_faction
Supported Targets: none

set_policy - Sets a policy to a specific option for the scoped country and specifies if policy cooldown should go into effect
set_policy = { policy = <key> option = <key> cooldown = <bool> }
Supported Scopes: all
Supported Targets: none

recruitable - Sets scoped leader as non/recruitable
recruitable = yes
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

closest_system - Executes enclosed effects on a system -within a specific number of jumps span- that meets the limit criteria. This completely ignores bypasses (wormholes and gateways)
closest_system = { min_steps = <int, minimum # of systems 'away'> max_steps = <int, maximum # of systems 'away'> limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

random_owned_fleet - Executes enclosed effects on a random fleet owned by the scoped country that meets the limit criteria
random_owned_fleet = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_ambient_object - Executes enclosed effects on a random ambient object in the game that meets the limit criteria
random_ambient_object = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

random_system_ambient_object - Executes enclosed effects on a random ambient object in the scoped system that meets the limit criteria
random_system_ambient_object = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

every_ambient_object - Executes enclosed effects on every ambient object in the game that meets the limit criteria
every_ambient_object = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

every_system_ambient_object - Executes enclosed effects on every ambient object in the scoped system that meets the limit criteria
every_system_ambient_object = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

set_ambient_object_flag - Sets an arbitrarily-named flag on the scoped ambient object
set_ambient_object_flag = <key>
Supported Scopes: ambient_object
Supported Targets: none

set_timed_ambient_object_flag - Sets an arbitrarily-named flag on the scoped ambient object for a set duration
set_timed_ambient_object_flag = { flag = <key> days = <int> }
Supported Scopes: fleet
Supported Targets: none

remove_ambient_object_flag - Removes a flag from the scoped ambient object
remove_ambient_object_flag = <key>
Supported Scopes: ambient_object
Supported Targets: none

every_fleet_in_system - Executes enclosed effects on every fleet in the scoped system that meets the limit criteria
every_fleet_in_system = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

random_fleet_in_system - Executes enclosed effects on a random fleet in the scoped system that meets the limit criteria
random_fleet_in_system = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

set_aggro_range - Sets the scoped fleet/country's aggro range in intra-system units
set_aggro_range = <int>
Supported Scopes: country fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_fleet_stance - Sets the stance of the scoped fleet
set_fleet_stance = <key, aggressive/passive/evasive>
Supported Scopes: fleet
Supported Targets: none

set_aggro_range_measure_from - Determines whether the scoped fleet/country's aggro range is measured from the fleet's current position or its spawn location
set_aggro_range_measure_from = <key, self/return_point>
Supported Scopes: country fleet
Supported Targets: none

establish_communications_no_message - Silently establish communications between scoped country and target country
establish_communications_no_message = <target>
Supported Scopes: country
Supported Targets: none

set_subject_of - Sets the scoped country to be a specific subject of target country
set_subject_of = { who = <target> subject_type = <key> }
Supported Scopes: country
Supported Targets: none

unassign_leader - Unassigns scoped leader from their post or unassigns leader from the scoped planet/ship/fleet/army
unassign_leader = <target>
Supported Scopes: ship fleet leader army
Supported Targets: none

exile_leader_as - Exiles the scoped country/fleet/army/pop faction's leader and saves them with a custom name
exile_leader_as = <key>
Supported Scopes: country fleet leader army pop_faction
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_leader - Reinstates a previously-exiled leader to the scoped country/fleet/army/pop faction
set_leader = <key>
Supported Scopes: country fleet army pop_faction
Supported Targets: none

add_skill - Adds a sum of experience points to the scoped leader
add_skill = 200
Supported Scopes: leader
Supported Targets: none

set_skill - Sets the scoped leader's level
set_skill = 3
Supported Scopes: leader
Supported Targets: none

every_neighbor_system - Executes enclosed effects on every one of the scoped system's neighboring systems that meet the limit criteria
every_neighboring_system = { ignore_hyperlanes = <yes/no> limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

random_neighbor_system - Executes enclosed effects on a random system neigboring the scoped system that meets the limit criteria
random_neighboring_system = { ignore_hyperlanes = <yes/no> limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

set_federation_leader - Sets a country to lead a federation
Supported Scopes: country
Supported Targets: none

add_colony_progress - Adds to ongoing colonization progress on the scoped planet
add_colony_progress = <0.0-1.0>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

start_colony - Starts colonization of the scoped planet
start_colony = {
owner = <target>
species = <target / key>
ethos = <random / target / { ethic = <key> ethic = <key> }>
}
Supported Scopes: planet
Supported Targets: none

subtract_variable - Decrements a previously-set variable by a specific amount
subtract_variable = { which = <string> = value = <int> }
Supported Scopes: all
Supported Targets: none

multiply_variable - Multiplies a previously-set variable by a specific amount
multiply_variable = { which = <string> = value = <int> }
Supported Scopes: all
Supported Targets: none

divide_variable - Divides a previously-set variable by a specific amount
divide_variable = { which = <string> = value = <int> }
Supported Scopes: all
Supported Targets: none

play_sound - Play the defined sound effect
play_sound = myfirstsoundeffect
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_crisis_sound - Sets the crisis ambient loop to the current effect
set_crisis_sound = myfirstsoundeffect
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

stop_crisis_sound - Stops the crisis ambient loop
stop_crisis_sound = yes
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_is_female - Sets the gender of the scoped leader
set_is_female = true
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

create_fleet_from_naval_cap - Creates a new fleet from empire designs up to specified fraction of naval cap
create_fleet_from_naval_cap = 0.5
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

remove_opinion_modifier - Removes a specific opinion modifier towards target country or any contry from the scoped country
remove_opinion_modifier = { modifier = <key> who = <target (optional)> }
Supported Scopes: country
Supported Targets: none

set_war_goal - Sets a war goal to the scoped rebel country/war
set_war_goal = { type = <key> target = <target> enemy = <target> }
Supported Scopes: country war
Supported Targets: none

change_country_flag - Changes the scoped country's flag
change_country_flag = random
change_country_flag = { icon = { category = <key> file = <filename> } background = { category = <key> file = <filename> } colors = { <key> <key> } }
Supported Scopes: country
Supported Targets: none

add_threat - Adds diplomatic threat from target country
add_threat = { who = <system/planet/country> amount = 4 }
Supported Scopes: planet country galactic_object
Supported Targets: none

set_mission - Sets the current mission of an observation station
Supported Scopes: fleet
Supported Targets: none

change_dominant_species - Changes the dominant species of the current Country, change_all also changes all usage of that species (Pops etc) in the empire
change_dominant_species = { species = target change_all = yes }
Supported Scopes: country
Supported Targets: none

end_rivalry - Force-end rivalry with target country
end_rivalry = <target>
Supported Scopes: country
Supported Targets: none

set_species_flag - Sets an arbitrarily-named flag on the scoped species
set_species_flag = <key>
Supported Scopes: species
Supported Targets: none

set_timed_species_flag - Sets an arbitrarily-named flag on the scoped species for a set duration
set_timed_species_flag = { flag = <key> days = <int> }
Supported Scopes: species
Supported Targets: none

remove_species_flag - Removes a flag from the scoped species
remove_species_flag = <key>
Supported Scopes: species
Supported Targets: none

auto_move_to_planet - Makes a fleet or ship auto-move to target planet
auto_move_to_planet = { target = <planet> clear_auto_move_on_arrival = yes }
Supported Scopes: ship fleet
Supported Targets: none

remove_auto_move_target - Makes a fleet or ship stop auto-moving
remove_auto_move_target = yes
Supported Scopes: ship fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

auto_follow_fleet - Makes a fleet or ship auto-move to target fleet and potentially attack it
auto_follow_fleet = { target = <fleet> attack_fleet = yes }
Supported Scopes: ship fleet
Supported Targets: none

set_closed_borders - Changes closed borders status between two countries
Supported Scopes: country
Supported Targets: none

every_war_participant - Iterate through all war participants
every_war_participant = { limit = { <triggers> } <effects> }
Supported Scopes: war
Supported Targets: none

repair_percentage - Restores all hull points to the scoped ship
repair_ship = yes
Supported Scopes: ship fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

endgame_telemetry - Send endgame telemetry event
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_deposit - Replaces resource deposit on the scoped planet
set_deposit = <key/random>
Supported Scopes: planet
Supported Targets: none

randomize_flag_symbol - Randomizes a country's flag symbol within the selected category
randomize_flag_symbol = pirate
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

add_claims - Adds claims on target system
add_claims = { who = <country> num_of_claims = x show_notification = no }
Supported Scopes: galactic_object
Supported Targets: none

remove_claims - Removes claims on target system
remove_claims = { who = <country> num_of_claims = x }
Supported Scopes: galactic_object
Supported Targets: none

create_military_fleet - Creates a military fleet with the designs of a specified country.
Supported Scopes: all
Supported Targets: none

guarantee_country - Makes a country guarantee another country
Supported Scopes: country
Supported Targets: none

every_owned_fleet - Executes enclosed effects on every fleet owned by the scoped country that meets the limit criteria
every_owned_fleet = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_subject - switches Scope to and goes through all Subjects
Supported Scopes: country
Supported Targets: none

random_subject - Scopes to a random Subject
Supported Scopes: country
Supported Targets: none

set_species_homeworld - Defines a homeworld for the current species.
Supported Scopes: species
Supported Targets: none

clear_resources - Clears resources of a country
Supported Scopes: country
Supported Targets: none

reroll_planet_modifiers - Rebuild modifiers on target planet
reroll_planet_modifiers = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

reroll_deposits - Rebuild resource deposits on target planet
reroll_deposits = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

delete_fleet - Deletes the target fleet (no death graphics)
delete_fleet = <target>
delete_fleet = {
target=<target>
kill_leader=<yes/no> #default yes
destroy_template=<yes/no> #default no
}
Supported Scopes: all
Supported Targets: none

add_trust - Adds trust on scope country towards target country
add_trust = { amount = <amount> who = <target> }
Supported Scopes: country
Supported Targets: none

add_tradition - Adds the specified tradition to the scoped country. add_tradition = <tradition_key>
Supported Scopes: country
Supported Targets: none

join_war - Joins wars on the side of target country
join_war = <target>
Supported Scopes: country
Supported Targets: none

add_global_ship_design - Adds a specific global design to the game
add_global_ship_design = <target>
Supported Scopes: all
Supported Targets: none

every_mining_station - Executes enclosed effects on every orbital mining station in the game that meets the limit criteria
every_mining_station = { limit = { <triggers> } <effects> }
Supported Scopes: planet country
Supported Targets: none

every_research_station - Executes enclosed effects on every orbital mining station in the game that meets the limit criteria
every_mining_station = { limit = { <triggers> } <effects> }
Supported Scopes: planet country
Supported Targets: none

set_timed_leader_flag - Sets an arbitrarily-named flag on the scoped leader for a set duration
set_timed_leader_flag = { flag = <key> days = <int> }
Supported Scopes: leader
Supported Targets: none

set_species_identity - Sets the current species scopes identity to match the target scopes making them evaluate as the same species in is_same_species trigger.
Supported Scopes: species
Supported Targets: none

pop_force_add_ethic - Adds a specific ethic to the scoped pop regardless if pop-species allows ethic divergence or not.
pop_add_ethic = <key>
Supported Scopes: pop
Supported Targets: none

set_empire_name - Sets the name of the current Empire.
Supported Scopes: country
Supported Targets: none

set_empire_flag - Sets the flag of the current Empire.
Supported Scopes: country
Supported Targets: none

set_planet_name - Sets the name of the current planet.
Supported Scopes: planet
Supported Targets: none

set_fleet_formation - Sets a custom fleet formation on a fleet. set_fleet_formation = { position = { x = 1 y = 1 } position = { x = 2 y = 1 } }
Supported Scopes: fleet
Supported Targets: none

create_message - Creates a message, can take multiple variables
create_message = { type = BYPASS_EXPLORED localization = BYPASS_EXPLORED_MESSAGE days = 30 target = root variable = { type = name localization = SYSTEM1 scope = from } variable = { type = name localization = SYSTEM2 scope = fromfrom } }
Supported Scopes: all
Supported Targets: none

set_halted - Sets the mega structure upgrade to halted status for n days
set_halted = nDays
Supported Scopes: megastructure
Supported Targets: none

upgrade_megastructure_to - Starts an upgrade process on a mega structure. upgrade_megastructure_to = <new_type>
Supported Scopes: megastructure
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_planet_entity - Change entity of a planet.
Example:
set_planet_entity = {
entity = <name of entity>
graphical_culture = <target or name of culture>
picture = <picture override>
atmosphere_color = <color from 3 components>
atmosphere_intensity = <0.0 - 1.0>
atmosphere_width = <0.0 - 1.0>
}
Supported Scopes: planet
Supported Targets: none

remove_planet - Removes the planet from the scope
remove_planet = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_megastructure_flag - Sets an arbitrarily-named flag on the scoped mega structure
set_star_flag = <key>
Supported Scopes: megastructure
Supported Targets: none

set_timed_megastructure_flag - Sets an arbitrarily-named flag on the scoped mega structure for a set duration
set_timed_megastructure_flag = { flag = <key> days = <int> }
Supported Scopes: megastructure
Supported Targets: none

remove_megastructure_flag - Removes a flag from the scoped mega structure
remove_megastructure_flag = <key>
Supported Scopes: megastructure
Supported Targets: none

destroy_ship - Destroys the target ship (with death graphics)
destroy_ship = <target>
Supported Scopes: all
Supported Targets: none

delete_ship - Deletes the target ship (no death graphics)
delete_ship = <target>
Supported Scopes: all
Supported Targets: none

change_species - Changes the species of the scoped object
change_species = <target>
Supported Scopes: country ship pop leader army
Supported Targets: none

change_leader_portrait - Changes the portrait of the leader in scope.
change_leader_portrait = <key or species event target>
Supported Scopes: leader
Supported Targets: none

resettle_pop - Instantly resettles pop
resettle_pop = { pop = <target pop> planet = <target planet> tile = <target tile> }
Supported Scopes: all
Supported Targets: none

set_citizenship_type - Set citizenship type for scoped species/pop/leader
set_citizenship_type = { country = <target> type = citizenship_full cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none

set_military_service_type - Set military service type for scoped species/pop/leader
set_military_service_type = { country = <target> type = military_service_full cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none

set_purge_type - Set purge type for scoped species/pop/leader
set_purge_type = { country = <target> type = purge_full cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none

set_slavery_type - Set slavery type for scoped species/pop/leader
set_slavery_type = { country = <target> type = slavery_livestock cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none

set_population_controls - Set population control for scoped species/pop/leader
set_population_controls = { country = <target> type = yes cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none

set_migration_controls - Set migration control for scoped species/pop/leader
set_migration_controls = { country = <target> type = yes cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none

set_living_standard - Set living standard for scoped species/pop/leader
set_living_standard = { country = <target> type = living_standard_good cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none

shift_ethic - Shifts an empire towards a specific ethic, adjusting aferwards to keep number of ethics points consistent
shift_ethic = <key>
Supported Scopes: country
Supported Targets: none

pop_change_ethic - Changes scoped pop to chosen ethic
pop_change_ethic = <key>
Supported Scopes: pop
Supported Targets: none

clear_ethos - Clears all ethics of specified pop or country
clear_ethos = yes
Supported Scopes: country pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

clear_planet_modifiers - Clear modifiers on target planet
clear_planet_modifiers = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

remove_all_armies - Removes all armies on scoped planet
remove_all_armies = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

mutate_species - Randomly mutate a species.
Supported Scopes: species
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

rename_species - rename_species = {
use one of the following:
name = "an explicit name with [Bracket.Stuff]"
name = random
name_list = "key"
}
Supported Scopes: species
Supported Targets: none

reset_years_of_peace - Resets years of peace for a country.
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

add_ruler_trait - Adds a specific ruler trait to the scoped leader, even if they are not currently ruler; it becomes active when they become ruler
add_ruler_trait = <trait>
Supported Scopes: leader
Supported Targets: none

remove_ruler_trait - Removes a specific ruler trait from the scoped leader, even if they are not currently ruler; this is relevant if they ever become ruler
remove_ruler_trait = <trait>
Supported Scopes: leader
Supported Targets: none

add_notification_modifier - Add a notification modifier to the country
add_notification_modifier = <key>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

remove_notification_modifier - Remove a notification modifier to the country
remove_notification_modifier = <key>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_city_graphical_culture - Sets the scoped country's city graphical culture
set_city_graphical_culture = <key>
Supported Scopes: country
Supported Targets: none

set_player - Assign the player of the target country to play the scoped country instead
event_target:new_country = { set_player = event_target:eek:ld_country }
Supported Scopes: country
Supported Targets: none

change_species_characteristics - Changes the characteristics of a species
change_species_characteristics = {
sapient = <Y/N, determines if species is pre-sapient>
immortal = <Y/N, determines if species leaders are immortal>
pops_can_be_colonizers = <Y/N, determines if pops of that species can colonize>
pops_can_migrate = <Y/N, determines if pops of that species can migrate>
pops_can_reproduce = <Y/N, determines if pops of that species can reproduce>
pops_can_join_factions = <Y/N, determines if pops of that species can join factions>
can_generate_leaders = <Y/N, determines if that species can generate leaders>
pops_can_be_slaves = <Y/N, determines if pops from that species can become slaves>
pops_have_happiness = <Y/N, determines if pops from that species have happiness>
can_be_modified = <Y/N, determines if the species can be modified>
pops_auto_growth = <1, speed at which the pops from that species grow automatically
pop_maintenance = <1, amount of energy each pop of that species consume monthly
new_pop_resource_requirement = { type = food_surplus value = 42 }
portrait = <key or species event target>

Supported Scopes: species
Supported Targets: none

copy_techs_from - Copies all techs from the target country to the scoped country, except for some exceptions listed. Tech weights (and weight modifiers) are honoured, meaning that techs a country should not have will not be copied.
copy_techs_from = {
target = country
except = { tech_1 tech_2 }
}
Supported Scopes: country
Supported Targets: none

create_bypass - Creates a bypass in the parent SpatialObject (stored in FromFrom), of the type passed in "type".
Supported Scopes: megastructure
Supported Targets: none

activate_gateway - Activates the gateway associated with a megastructure.
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

spawn_natural_wormhole - Spawns a new natural wormhole in the scoped system.
spawn_system = { bypass_type = <wormhole/sealed_wormhole> orbit_distance = 100 orbit_angle = 90 random_pos = yes/no }
Supported Scopes: galactic_object
Supported Targets: none

link_wormholes - Link the wormhole from the scoped system to the wormhole in the target system.
link_wormholes = from
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

create_starbase - Creates a starbase in orbit of the star of the scoped galactic object
create_starbase = {
owner = <target>
size = <ship_size>
module = <starbase_module>
building = <starbase_building>
effect = { ... }
}
Supported Scopes: galactic_object
Supported Targets: none

set_starbase_size - Sets the ship size of a starbase
set_starbase_size = <ship_size>
Supported Scopes: starbase
Supported Targets: none

set_starbase_module - Sets a module in a slot on a starbase
set_starbase_module = { slot = <int> module = <starbase_module> }
Supported Scopes: starbase
Supported Targets: none

set_starbase_building - Sets a building in a slot on a starbase
set_starbase_building = { slot = <int> buiding = <starbase_buildin> }
Supported Scopes: starbase
Supported Targets: none

add_casus_belli - Adds a Casus Belli to the scoped country against the target country.
add_casus_belli = { type = cb_subjugation who = <country> days = 10 }
Supported Scopes: country
Supported Targets: none

get_galaxy_setup_value - Copies a value from the galaxy setup into a variable, optionally scaling it by an int value
get_galaxy_setup_value = { which = <string> setting = <string> [ scale = <int> ] }
Supported Scopes: all
Supported Targets: none

finish_upgrade - Finish the current upgrade of a Mega Structure.

Supported Scopes: megastructure
Supported Targets: none

effect_on_blob - Executes an effect on systems with planets owned by the scoped country, starting at an origin, and until a certain percentage of owned planets matching the planet_limit has been covered.
effect_on_blob = {
center = <system target>
owned_planets_percentage = 1.0
planet_limit = { <planet triggers> }
effect = { <system effects> }
}
Supported Scopes: country
Supported Targets: none

add_seen_bypass_type - Makes the scoped country remember that it has encountered the bypass type
add_seen_bypass_type = bypass_type
Supported Scopes: country
Supported Targets: none

add_seen_bypass - Makes the scoped country remember that it has encountered the bypass
add_seen_bypass = FROM
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_fleet_bombardment_stance - Sets the bombardment stance of the scoped fleet
set_fleet_stance = selective
Supported Scopes: fleet
Supported Targets: none

check_casus_belli_valid - Re-evaluate the specified casus belli type with given target country
check_casus_belli_valid = {
target = none/<optional country target>
type = <optional casus belli type>
}
Supported Scopes: country
Supported Targets: none

copy_ethos_and_authority - Makes the scoped country copy the ethos and government authority of the target country.
copy_ethos_and_authority = FROM
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

clone_leader - Clones the last created leader for the scoped country
clone_leader = {
target = <event target>
#properties to override, see create_leader
effect = { ... }
}
Supported Scopes: country
Supported Targets: none

set_home_base - Set the home base of the scoped fleet to the specified starbase
set_home_base = event_target:cool_starbase
Supported Scopes: fleet
Supported Targets: ???

add_hyperlane - Adds a hyperlane between two systems
add_hyperlane = { from = <system> to = <system> }
Supported Scopes: all
Supported Targets: none

remove_hyperlane - Removes existing hyperlane between two systems
remove_hyperlane = { from = <system> to = <system> }
Supported Scopes: all
Supported Targets: none

else_if - Executes enclosed effects if limit criteria of preceding 'if' or 'else_if' is not met, and its own limit is met
if = { limit = { <triggers> } <effects> }
else_if = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

create_saved_leader - Creates a new saved leader for the scoped country with a lookup key
create_saved_leader = {
key = <string>
creator = <target>
name = <random / string>
species = <target / key>
gender = <optional / gender> #defalut = random
type = <random / key>
skill = <random / int>
set_age = <int>
traits = { trait = <key> trait = <key> }
}
Supported Scopes: country
Supported Targets: none

remove_saved_leader - Removes a saved leader for the scoped country with a lookup key
remove_saved_leader = <string>
Supported Scopes: country
Supported Targets: none

activate_saved_leader - Moves a saved leader to the active for the scoped country with a lookup key
activate_saved_leader = {
key = <string>
add_to_owned=<yes/no> #default yes
effect = {...}
}
Supported Scopes: country
Supported Targets: none

delete_megastructure - Deletes the target mega structure (no death graphics)
delete_megastructure = <target>
Supported Scopes: all
Supported Targets: none

add_random_research_option - Adds s random tech research option to the scoped country's tech view list, permanent until researched. if none applicable it runs fail_effects
add_random_research_option = {
category = <string>
area = <key>
tier = <int>
add_progress = <num>
ignore_prereqs = <yes/no> #default no
fail_effects = {}
}
Supported Scopes: country
Supported Targets: none

add_asteroid_belt - Adds an asteroid belt at the distance in the scope.
Example:
add_asteroid_belt = {
radius=<desired radius>
type=<asteroid belt type key>
}
Supported Scopes: galactic_object
Supported Targets: none

set_asteroid_belt - Sets an asteroid belt at the distance in the scope.
Example:
set_asteroid_belt = {
radius=<desired radius>
type=<asteroid belt type key>
}
Supported Scopes: galactic_object
Supported Targets: none

fleet_action_research_special_project - Sends a fleet to research a special project
fleet_action_research_special_project = { special_project = test_project target = event_target:project_planet }
Supported Scopes: fleet
Supported Targets: none

remove_last_built_district - Removes last built district from the scoped planet
remove_last_built_district = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

remove_all_districts - Removes all districts from the scoped planet
remove_all_districts = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

remove_district - Removes a specific district from the scoped planet
remove_district = <key>
Supported Scopes: planet
Supported Targets: none

add_district - Begins construction of a specific district on the scoped tile
add_district = <key>
Supported Scopes: planet
Supported Targets: none

enable_on_market - Enables a resource on the Galactic Market
enable_on_market = <resource_key>
Supported Scopes: all
Supported Targets: none

enable_galactic_market - Enables the galactic market. enable_galactic_market = <yes/no>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

validate_planet_buildings_and_districts - Rebuild modifiers on target planet
reroll_planet_modifiers = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

country_event - Fires a country event for the scoped country, with optional DAYS and RANDOM delay
country_event = { id = <event id> days = 30 random = 8 }
Supported Scopes: country
Supported Targets: none

planet_event - Fires a planet event for the scoped planet, with optional DAYS and RANDOM delay
planet_event = { id = <event id> days = 30 random = 8 }
Supported Scopes: planet
Supported Targets: none

random - All enclosed effects may or may not be executed depending on set chance
random = { chance = 50 <effects> }
Supported Scopes: all
Supported Targets: none

create_ship_design - Creates a new ship design for use with last_created_design target
create_ship_design = { design = <key> ftl = <target, optional, sets FTL drive to target country's> }
Supported Scopes: all
Supported Targets: none

change_government - Change the scoped country's government authority and/or civics
change_government = random
or
change_government = {
authority = random / <key>
civics = random / { civic = <key> civic = random }
}
Supported Scopes: country
Supported Targets: none

ship_event - Fires a ship event for the scoped ship, with optional DAYS and RANDOM delay
ship_event = { id = <event id> days = 30 random = 8 }
Supported Scopes: ship
Supported Targets: none

pop_event - Fires a pop event for the scoped pop, with optional DAYS and RANDOM delay
pop_event = { id = <event id> days = 30 random = 8 }
Supported Scopes: pop
Supported Targets: none

enable_special_project - Enables a specific special research project for target country at a specific location (should be same as the current scope where possible)
enabble_special_project = { name = <project key> owner = <target> location = <target, ideally THIS> }
Supported Scopes: all
Supported Targets: none

add_resource - Adds specific resource to the stockpile for the country scope:
add_resource = {
<resource_name_1> = <value_1>
<resource_name_2> = <value_2>
...
}

Supported Scopes: country
Supported Targets: none

fleet_event - Fires a fleet event for the scoped fleet, with optional DAYS and RANDOM delay
fleet_event = { id = <event id> days = 30 random = 8 }
Supported Scopes: fleet
Supported Targets: none

random_planet_within_border - Executes enclosed effects on a random planet within the scoped country's borders that meets the limit criteria
random_planet_within_border = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

pop_remove_ethic - Removes a specific ethic from the scoped pop
pop_remove_ethic = <key>
Supported Scopes: pop
Supported Targets: none

create_rebels - Creates a rebellion
create_rebels = {
name = <random / string>
authority = <random / key>
civics = random / { civic = <key> civic = random }
species = <target>
ethos = <random / { ethic = <key> ethic = <key> }
}
Supported Scopes: planet
Supported Targets: none

cancel_terraformation - Cancels terraformation of the scoped planet
cancel_terraformation = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_primitive_age - Sets a 'primitive age' for the scoped (primitive, pre-FTL) country
set_primitive_age = renaissance_age
Supported Scopes: country
Supported Targets: none

while - Repeats enclosed effects while limit criteria are met or until set iteration count is reached
while = { limit = { <triggers> } <effects> }
while = { count = [3|Variable] <effects> }
Supported Scopes: all
Supported Targets: none

clear_blocker - Clears scoped deposit blocker and fires its on_cleared effect
clear_blocker = yes
Supported Scopes: deposit
Supported Targets: none

every_system_in_cluster - Executes enclosed effects on every system in the cluster that meet the limit criteria
every_system_in_cluster = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

create_cluster - Creates a cluster centered around the specified spatial object
Supported Scopes: all
Supported Targets: none

remove_army - Removes the scoped army
remove_army = yes
Supported Scopes: army
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

prevent_anomaly - Disables or enables anomaly generation for the scoped planet
prevent_anomaly = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

observation_outpost_owner - Executes enclosed effects on the owner of the observation post in orbit around the scoped planet
observation_outpost_owner = { <effects> }
Supported Scopes: planet
Supported Targets: ???

observation_outpost - Executes enclosed effects on every observation post in the game that meets the limit criteria
observation_outpost = { limit = { <triggers> } <effects> }
Supported Scopes: planet country
Supported Targets: none

add_deposit - Adds resource deposit to the scoped planet
add_deposit = <key/random>
Supported Scopes: planet
Supported Targets: none

clear_deposits - Removes all deposits from the scoped planet
clear_desposits = yes
Supported Scopes: planet
Supported Targets: none

set_country_type - Changes the country type of the scoped country
set_country_type = <key>
Supported Scopes: country
Supported Targets: none

set_age - Sets the age of the scoped leader
set_age = <int>
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

conquer - Conquers the planet by setting its owner to target country and adding an unhappiness modifier
conquer = <target country>
Supported Scopes: planet
Supported Targets: none

pop_faction_event - Fires a pop faction event for the scoped pop faction, with optional DAYS and RANDOM delay
pop_faction_event = { id = <event id> days = 30 random = 8 }
Supported Scopes: pop_faction
Supported Targets: none

set_pop_faction_flag - Sets an arbitrarily-named flag on the scoped pop's faction/pop faction
set_pop_faction_flag = <key>
Supported Scopes: pop pop_faction
Supported Targets: none

remove_pop_faction_flag - Removes a flag from the scoped pop's faction/pop faction
remove_pop_faction_flag = <key>
Supported Scopes: pop pop_faction
Supported Targets: none

set_timed_pop_faction_flag - Sets an arbitrarily-named flag on the scoped pop faction for a set duration
set_timed_pop_faction_flag = { flag = <key> days = <int> }
Supported Scopes: pop pop_faction
Supported Targets: none

add_tech_progress - Gives percentage progress (0.0-1.0) in a specific tech to the scoped country
add_tech_progress = { tech = <key> progress = <float> }
Supported Scopes: country
Supported Targets: none

abort_special_project - Aborts a specific special project for the country, removing it from the situation log
abort_special_project = { type = <project key> location = <target> }
Supported Scopes: country
Supported Targets: none

every_pop_faction - Executes enclosed effects on every pop faction within the scoped country that meets the limit criteria
every_pop_faction = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_pop_faction - Executes enclosed effects on a random pop faction within the scoped country that meets the limit criteria
random_pop_faction = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

observer_event - Fires an observer event for all observers.
Supported Scopes: all
Supported Targets: none

set_custom_capital_location - Sets a custom spatial object as custom country capital location.
Supported Scopes: country
Supported Targets: none

spawn_planet - Spawns a planet in a system.
Supported Scopes: galactic_object
Supported Targets: none

spawn_megastructure - Spawns a mega structure in a system.
Supported Scopes: galactic_object
Supported Targets: none

remove_megastructure - Removes a mega structure.
remove_megastructure = <target mega structure>
Supported Scopes: all
Supported Targets: none

trigger_megastructure_icon - if a planet has trigger_megastructure_icon = yes then the map icon for the star will show a megastructure icon
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

run_ai_strategic_data - Runs strategic data for AI
destroy_country = yes
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

add_static_war_exhaustion - Adds static war exhaustion, scaled with value_for_planet_destruction, to owner of the battle location
owner = { add_static_war_exhaustion = { attacker = <country> location = <planet> value_for_planet_destruction = <0.0-1.0> #scales the amount WE that is added }}
Supported Scopes: country
Supported Targets: none

set_planet_size - Adds/Removes tiles to/from the scoped planet to adjust its planet size
set_planet_size = <int>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

every_system_planet - Executes enclosed effects on every planet within the scoped system that meets the limit criteria
random_system = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

surveyed - Sets the planet as un/surveyed by target country
surveyed = { set_surveyed = yes surveyor = <target> }
Supported Scopes: planet
Supported Targets: none

join_alliance - Join federation with target
join_alliance = { who = <target> override_requirements = yes/no }
Supported Scopes: country
Supported Targets: none

create_leader - Creates a new leader for the scoped country
create_leader = {
name = <random / string>
species = <target / key>
gender = <optional / gender> #defalut = random
type = <random / key>
skill = <random / int>
set_age = <int>
traits = { trait = <key> trait = <key> }
}
Supported Scopes: country
Supported Targets: none

set_disabled - Enables or disables the scoped ship
set_disabled = no
Supported Scopes: ship
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

else - Executes enclosed effects if limit criteria of preceding 'if' or 'else_if' is not met
if = { limit = { <triggers> } <effects> }
else = { <effects> }
Supported Scopes: all
Supported Targets: none

log - Prints a message to game.log for debugging purposes.
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

debug_break - Trigger an assertion to stop the debugger when encountering this effect; argument is ignored
debug_break = yes
Supported Scopes: all
Supported Targets: none

inverted_switch - Executes the first appropriate effect set for a specific trigger treated as NOT.
inverted_switch = {
trigger = <trigger>
<corresponding key/bool/int> = { <effect> }
<corresponding key/bool/int> > (less/greater than appear 'reversed') { <effect> }
default = { <effect> }
}
Supported Scopes: all
Supported Targets: none

random_owned_army - Iterate through each army that is owned by the country
random_owned_army = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_owned_army - Iterate through each army that is owned by the country
every_owned_army = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_planet_army - Iterate through each defending army on a planet
random_planet_army = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: none

every_planet_army - Iterate through each defending army on a planet
every_planet_army = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: none

random_relation - Iterate through all relations
random_relation = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_relation - Iterate through all relations
every_relation = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_neighbor_country - Iterate through all neighbor countries
random_neighbor_country = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_neighbor_country - Iterate through all neighbor countries
every_neighbor_country = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_bordering_country - Iterate through all bordering countries of a system
random_bordering_country = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

every_bordering_country - Iterate through all bordering countries of a system
every_bordering_country = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

random_combatant_fleet - Iterate through each fleet this fleet is in combat with
random_combatant_fleet = { limit = { <triggers> } <effects> }
Supported Scopes: fleet
Supported Targets: none

every_combatant_fleet - Iterate through each fleet this fleet is in combat with
every_combatant_fleet = { limit = { <triggers> } <effects> }
Supported Scopes: fleet
Supported Targets: none

random_pool_leader - Iterate through each leader that is recruitable for the country
random_pool_leader = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_pool_leader - Iterate through each leader that is recruitable for the country
every_pool_leader = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_megastructure - Iterate through each megastructure
random_megastructure = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

every_megastructure - Iterate through each megastructure
every_megastructure = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

random_owned_megastructure - Iterate through each owned megastructure
random_owned_megastructure = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_owned_megastructure - Iterate through each owned megastructure
every_owned_megastructure = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_system_megastructure - Iterate through each megastructure in system
random_system_megastructure = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

every_system_megastructure - Iterate through each megastructure in system
every_system_megastructure = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

random_owned_pop_species - Iterate through each species of a country's owned pops
random_owned_pop_species = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_owned_pop_species - Iterate through each species of a country's owned pops
every_owned_pop_species = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_owned_starbase - Iterate through every owned starbase
random_owned_starbase = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_owned_starbase - Iterate through every owned starbase
every_owned_starbase = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_system - Iterate through all systems
random_system = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

every_system - Iterate through all systems
every_system = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

random_system_within_border - Iterate through all systems within the country's borders
random_system_within_border = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_system_within_border - Iterate through all systems within the country's borders
every_system_within_border = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_war_participant - Iterate through all war participants
random_war_participant = { limit = { <triggers> } <effects> }
Supported Scopes: war
Supported Targets: none

random_sector - Iterate through all sectors
random_sector = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

every_sector - Iterate through all sectors
every_sector = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

random_owned_sector - Iterate through every owned sector
random_owned_sector = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_owned_sector - Iterate through every owned sector
every_owned_sector = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none


=================


We’re all working really hard on putting the finishing touches on 2.2 and MegaCorp right now, but we will be keeping an eye on the thread -- although answers to more complex questions may have to wait. Next week we’ll be posting the full 2.2 patch notes!

Auch interessant...

[B@W] Abominus
30.11.18, 15:26
Hi everyone, Jamor here, filling in for @Wiz and @grekulf because as you can imagine, my game director and designers are very busy these days. The time has finally come to present the full patch notes for the 2.2 'Le Guin' update and the accompanying MegaCorp expansion coming out on December 6!


#################################################################
######################### VERSION 2.2.0 ###########################
#################################################################


###################
# DESIGNERS' NOTE #
###################


Greetings!


Stellaris has (once again) undergone bold changes! In 2.2 the focus of the changes has been to rework how you develop planets and to deepen the game's economy. The purpose is to make the management of planets more fun and engaging.

Tiles are gone, and have been replaced with Districts, Buildings, and Jobs. You will now instead construct City Districts, Farming Districts, Mining Districts, and Generator Districts, as well as various Buildings with more specialized roles. Districts and buildings provide Jobs, and a job worked by a Pop will produce resources.

As a planet gains more Pops it will unlock more Building Slots. Buildings work similar to how they did before, but now most of them provide Jobs instead of producing resources directly.

2.2 also introduces a new Trade Route system. What you essentially want to do is to collect Trade Value (found in space and produced on planets) by upgrading a nearby starbase. You should then set up a Trade Route leading back to your home system. Trade Value is converted into usable resources when it reaches your Trade Capital.

We recommend you to take a look at the updated tutorial!

###################
# Megacorp Expansion Features
###################

# Megacorps

* Added the Megacorporation empire type, which features unique civics as well as the ability to become an economic powerhouse by spreading branch offices on the planets of other empires

# Ecumenopolis

* Added new ascension perk: Arcology Project, enabling the Decision to convert a planet to an City-World completely covered in urban sprawl

# Xeno-Compatibility

* Added new ascension perk: Xeno-Compatibility, which allows cross-breeding between species

# Universal Transactions

* Added new ascension perk: Universal Transactions, which makes it easier for Megacorporation empires to establish branch offices and commercial pacts

# Caravaneers

* Added the Caravaneers, nomadic space traders who will give unique offers in exchange for a variety of resources, and also offer games of chance in their home system

# New Civics

* Added new civic: Byzantine Bureaucracy, that reduces housing/amenities usage and allows for the construction of Bureaucratic Complex building that adds administrator jobs

* Added new civic: Merchant Guilds, that add a merchant job to capitol buildings, and merchants provide unity

* Added Shared Burden civic for all your luxury space communism needs, with a new prescripted empire using it, the Kilik Cooperative

# New Megastructures

* Added new Megastructures: the Matter Decompressor, Mega-Art Installation, Interstellar Assembly, and Strategic Coordination Center, including ruined versions you can discover

# Slave Market

* Added a galactic Slave Market so you can buy or sell slave Pops and robots (once the Galactic Market is established)

# New Voices and Music

* Added 3 new advisor voice sets as well as 16 minutes of new music (added to the soundtrack DLC as well)

# New Canon Empires

* Added new pre-scripted Empires using Megacorp mechanics, and changed the existing Chinorr to a Megacorp

# Achievements

* Added 10 new achievements

###################
# New Utopia Expansion Features
###################

# Hive Worlds

* Added new ascension perk: Hive Worlds, similar to Machine Worlds but for Hive Minds, which allows them to terraform planets into living planets on which only hive drones can live. Hive Worlds gain a bonus to resource output and are not limited by deposits in how many resource districts they can support

######################
# 2.2 ‘Le Guin’ Free Features
######################

* Added Simplified Chinese localization

* Removed planet/habitat tile system, replaced with districts, jobs

* Pops and Pop Jobs now belong to a social class (Pop Category) that determines their luxury needs. Social classes are ranked, and Pops that belong to a higher social class will refuse to take jobs belonging to a lower class until they demote over time

* Added unemployment for pops without suitable jobs, which lowers planetary stability if their living standards are low

* Added planetary housing, which is not a hard cap. Lack of sufficient housing causes planetary instability

* More dynamic pop growth system: populations can grow and decline based on their rights, living standards, immigration/emigration

* Added crime. Crime is generated by overcrowding and poor living conditions, and negatively affects planet stability. It can also generate events

* Added new and reworked planetary decisions and empire edicts

* Added new resource types (alloys, consumer goods, etc) which tie in to the economic simulation in many ways, diversifying the domestic activity of empires considerably

* Added the Internal Market, where resources can be converted into other resources at a cost

* Added the Galactic Market, in which all game resources can be bought and sold in open exchange between empires, with prices fluctuating based on supply and demand. This is formed when enough Empires are in contact with each other, replacing the Internal Market. Genocidal empires do not get access to the Galactic Market

* Added trade routes, where you can collect trade value from upgraded starbases and send it back to your trade capital to convert to wealth for your empire. Reworked piracy system to link in to this, and added a patrol order so your fleets can actively suppress piracy

* Added commercial pact diplomatic agreement, where the signatories gain trade value equal to 10% of the other party

* Added Administrative Cap based on owned systems, districts, and colonies. It is a soft cap that, when exceeded, applies scaling penalties to leader cost, edict cost, research speed, etc. This replaces the old system of static penalties based only on systems owned, and more accurately reflects the size and complexity of your empire. Administrative Cap can be increased with techs and ascension perks

* Introduced a new concept called Empire Cohesion. Empire Cohesion is increased by each owned system, and decreased by each external hyperlane connection and cut-off (non-owned) system inside your borders. If cohesion loss goes above cohesion gain, you will suffer penalties in the form of increased empire size and the corresponding costs it brings

* Added 9 new basic Mandates relating to your empire's internal economy

* Tweaked army display and ground combat screens, with improved army icons

* Reworked planetary bombardment to produce devastation, which damages housing, amenities, trade value, and pop growth. High devastation will ruin buildings and kill pops

* Reworked sectors to be automatically generated, removing the "mini-economies" and having them directly contribute to your empire stockpiles

* Reworked factions to always give an amount of influence based on their faction approval, rather than having a hard cutoff below which they would contribute nothing

* Reworked the Tradition Trees to synchronize with all the new systems

* Replaced authoritarian Caste System with Stratified Economy living standards: does not use slavery but has a similar effect (happy rulers, downtrodden masses). Authoritarians can still use species-wide slavery. Slaver guilds civic is now required to enslave own species

* Added alert messages for completing a Megastructure's intermediate upgrade steps

* Added a conclusion to the Strong Magnetic Field events

* Unity Ambitions are now a free feature, and no longer restricted to owners of Apocalypse

* Added new single star custom system options

* Created and implemented new SFX for Natural Wormholes which have been silent until now. No more.

* Since the Chinorr have become a Megacorporation, replaced them in non-Megacorp games with a new prescripted empire, the Glebsig Foundation

* Added technology Resort Worlds that unlocks the ability to designate a colony as a Resort World. This colony will be unable to have districts and most buildings built on it, but will increase amenities and immigration pull across the empire.

* Added tech for Penal Colony worlds which have high crime rates but decrease crime on other planets

* Added a tech for slaver empires to designate a world as a Thrall-World. Thrall-Worlds cannot support city districts or manufacturing/research buildings, but get vastly increased growth rate and access to special buildings and jobs for slaves

* Updated tutorial to explain the new systems

* Added the multiplayer observer mode from the 2.1.4 beta to the default game version

* Deploy Hunter-Killer Drones decision can now be toggled on and off

* Added a game setup setting for how many habitable worlds are guaranteed to spawn near your starting system

* Research Agreements are now diplomatic actions, rather than being part of trade deals

* End game victory conditions reworked into a score system, tallying up your total empire accomplishment based on size, population, military, tech, federations, and many other measures

* Added some new Colony events.

* Civilian ships are now constructed at starbase rather than planets

* Added pop selection view to colony ship construction in starbases

* Colony ships can now be built populated with any species which you have a migration treaty with

* Colony ships built via the expansion planner will be automatically constructed at the starbase nearest the target planet

* Planets have a decision to stop pop growth, although this comes with a penalty to stability for regular empires.

* Blockers now generally reduce the usable districts on a planet, while clearing them often unlocks additional district types.

* Clearing Blockers can now also give one time bonuses, i.e. clearing a slum grants a pop.

* The homeworld of the First League is now an Ecumenopolis

* Notifications dealing with the player’s own empire are now marked with a golden yellow rim to distinguish them from those affecting only other empires

* Added 6 new corporate-themed empire flags

###################
# Balance
###################

* Improved distribution of space creatures and unique systems

* Leader Capacity has been removed from the game and replaced with energy credits upkeep for each leader

* Subterranean civilization famine event now uses food rather than energy

* Increased the delay between the Prethoryn Vanguard and the main swarm arriving

* You no longer get influence when another empire finishes first contact project before you do

* Teachings of Warriors event now only gives energy as reward for selling to a private collector

* Removed neighbor restrictions on rivals and most CBs

* No longer possible to pick Imperial Prerogative as first ascension perk

* Federation members now automatically have a commercial agreement with each other, but have to pay 15% of their energy credit income in federation taxes

* Federations are now always led by the most powerful member empire rather than having a rotating presidency (25% more power than leader is required to replace an existing president)

* Added a decision to curtail planetary growth through voluntary measures, available to empires that don't allow other forms of growth control. It reduces growth by 75% at the expense of increased pop upkeep

* Reworked relative empire power to be based on fleet power, economic power and tech power (in order of descending importance). Economic power is calculated as the amount of resources produced by the empire each month, multiplied by the base value of said resources, while tech power is calculated by the total cost of researched techs

* Added two new technologies for machine empires that improve pop assembly speed

* Nivlac pops now generally spawn in groups of 15

* Nivlac species trait effect on habitability and pop growth has been significantly reduced

* Added Cadet difficulty setting as an 'easy' level below Ensign, granting the player economic buffs

* Admirals no longer gain the Fleet Logistician trait from a random (MTTH) event

* Changed Forlorn Ruins modifier to be -5% happiness instead of -20%

* Drastically reduced the research cost for Entropic Recursion and Doctrine: Strange Loop, and removed their associated buildings

* Drastically reduced the Machine Uprising's starting fleets so they shouldn't immediately economically collapse

* Habitats now have a monthly alloy upkeep on their capital building

* Strong/Weak traits now have a small effect on worker output

* Culture shock is now a planet modifier rather than a pop modifier

* Assimilation now faster, and planetary culture shock will be removed if there is only hive/cyborg/machine pops on the planet, because free will is a painful illusion

* Xenophobes now get +10%/+20% pop growth instead of claim cost reduction (to balance for not having as much growth from migration, etc)

* Ascension perk Defender of the Galaxy now grants bonus damage against the Tempest too

* Ascension perk Galactic Contender also grants bonus damage vs the gate builders

* Yuht, Vultaum, and Irassian Home systems now have some additional resources

* Having an L-gate in your space increases the odds of rolling gateway tech if you don’t have a regular gateway

* Spiritualist faction will no longer be unhappy about Tomb Worlds if you get Wormed

* Having Psionic pops in your empire allows for the possibility of rolling the Psionic theory tech if not otherwise possible

* Several existing civics have been adjusted to affect the new jobs system: Police State, Agrarian Idyll, Aristocratic Elite, Citizen Service, Exalted Priesthood and Technocracy

*Species trait Thrifty now increases Trade Value production, new trait Ingenious increases Energy Production

* Reduced cost of robo-modding a species

* Reduced the cost of bio-modding a species

* Databanks Uplinks tradition now increases research station output instead of unlocking assist research

* Assist Research is now available from the start of the game

* Ending a resource deal with a merchant enclave early now gives -5 opinion

* Distinguished Admiralty civic effect on admiral level cap reduced from 2 to 1. In addition, the effect on naval capacity has been replaced with ship fire rate

###################
# UI
###################

* Split the policies and edicts view into their own views

* You can now start the game with the "-console" argument and it will dump all console commands to the info.log file

* Added various info about target planets in the Resettlement dropdown list

* Colonization screens only show the list of species and will generate a ship from the closest shipyard

* Species are sorted in habitability order on the colonize "select species" window

* Expansion planner now shows scripted district in a moddable way instead of being hardcoded into energy, minerals, food

* The expansion planner now shows Rare Deposits

* Added navigation sidebar and moved all topbar menu items to it

* Reworked planet battle view to show frontline, reserved and disengaged armies separately

* Standardized colors for displaying cost and time

###################
# AI
###################

* AI now considers the potential resource gain against its system upkeep cost when deciding whether to build an outpost

* Adapted AI to new economy system

* Improved early game economy AI

* AI will now revoke claims it has on empires it wants to maintain a long-term alliance with

###################
# Modding
###################

* Added scriptable leader classes, old classes are now attributes for the new ones

* Added on_crossing_border on-action

* You can now set an arrival_effect on auto_move_to_target, this will fire that scripted effect on arrival

* Added "on_fleet_combat_joined_attacker" and "on_fleet_combat_joined_defender" on_action. Both are fired when fleet enter combat, scopes etc in the file "00_on_actions.txt"

* Added country_trade_fee modifier

* Replaced free_pop_slots trigger with free_housing trigger

* Updated the "if" trigger to work in the same way as the "if" effect: if { limit = {...} } else_if { limit = {...} } else { ... }

* Added define for default trade change

* Added MARKET_FLUCTUATION_EPSILON define to avoid useless calculations

* Added last_building_changed / last_district changed triggers

* Added on_system_lost and on_system_gained on-actions

* Create Species can now accept an event_target for the species class create_species = { class = event_target:caravaneer_fleet2_country.species }

* Most modifiers in the game now take custom_tooltip to print a custom desc

* Added perc_communications_with_playable trigger

* Added "country_immigration_pull_add," "country_immigration_pull_mult," "country_emigration_push_add" and "country_emigration_pull_mult" modifiers. They work like the planet modifiers of the same name, but at country level

* Added triggers "has_rival = <Target>" and "has_overlord=<Target>"

* Added is_half_species trigger

* Added create_half_species effect

* Added country-scoped variants of event pulses. Which countries get these is controlled in country type settings

* Added GetRulerName to localization script in Leader scope

* The "has_colonization_control" trigger now works like other species rights trigger: has_colonization_control = { value = no country =root }

* Added a "can_colonize_with_species" game rule

* It is now possible to directly script a civic as changing the empire's homeworld class, and this will be reflected properly in empire designer

* The number of district types shown in the expansion planner is now fully moddable through a Define ( EXPANSION_VIEW_NUM_DISTRICTS ) However, the gui files must also be changed to have that number of district buttons/icons

* Added set_market_leader effect

* Anomalies with a null_spawn_chance set that are set to only happen once for the country/game will now be blocked from being rolled again if they fail to pass the null spawn chance check, meaning that some anomalies can be made properly rare and not occur in every game

* Added the "diplomacy_economy" database where you can defines upkeep and production of resources for various types of diplomatic relations.

* Added remove_deposit effect

* Added is_deposit_type trigger

* Add define for resource base, min and max price on the market

* Add defines for constants in price change equation

* Buildings can now have a custom tooltip effect

###################
# Bugfixes
###################

* Fixed incorrect starbase Missile Battery description

* Restoring changes to Impossible Organism event to allow Nivlacs to be spawned on any planet, not just the capital

* Fixed Contact Report: Primitives event sometimes fetching the wrong text key

* Fixed incorrect pluralization for Gene Warrior armies

* Fixed a handful of Crystalline Entities not being affected by the Crystal Pacification project

* Fixed the Lokken Mechanists pre-scripted empire using the wrong ruler title

* Fixed a bunch of old sound files that had bad loops or other cruddiness

* Fixed literally unplayable localization bugs

* Removed references to a nonexistent special project in an event chain

* Fixed an edge case where paying off Marauders would cost you nothing

* Fixed "The Xvan Labs" special project spawning in too-distant systems

* Preventing Ketling planets subject to ongoing invasion, orbital bombardment and/or starbase construction from progressing to spacefaring Ketlings

* Fix crash at start when the outliner settings contain double entries

* Fixed Leviathans first contact report not firing in some cases

* Scavenger Bot and Tiyanki Matriarch systems are now flagged as hostile (and guardian) systems

* Fixed bug where upon re-election a ruler would not get a proper new mandate

* Fixed Crisis ambient audio continuing to loop after Crisis has been defeated

* Fixed an issue where Primitives would accumulate too many Ethics over time

* Removed arrow from peace messages since they were misleading

* Added localization that had been missing from Observation events that had been missing since 2015, good golly Miss Molly

* Pacifists are now blocked from Aggressive First Contact protocols, as charming as it was that they had a loophole in their ethical structure that permitted unlimited violence until polite first greetings had been exchanged

* Leviathan Death Notification message should now function

* Fixed the bug when in the MP Lobby create new empire tab was shown beneath custom empires

* Fixed the multiplayer "show players" mapmode being saved and reloaded in single player mode, resulting in all-grey maps

* Fixed tutorial making observer mode outline visible in single player

* Master Builders Ascension Perk no longer applies twice to Habitats

* Marauder fleets now actually show up in the Marauder Vengeance event, rather than merely threatening to do so

* Fixed a crash when deleting an empire led to having a corrupted empire design selected

* Create vassal button now checks properly if a vassal can actually be created

* Fixed multiple contact from same empire

* Fixed empires created by rebellion, being released as a vassal always showing up with grey map colour

* Fixed the "blue solution" sometimes not granting a trait

* The red/green/blue event now adds a custom free trait so as not to mess with trait points.

* There will now always be a minimum of one L-Gate system when playing with the Distant Stars Story Pack, regardless of galaxy size

* Fixed peace deal localization

* Fixed some loc references in post-war messages from Fallen Empires

* Fixed the Horizon Signal event chain sometimes resulting in Pops getting incompatible traits

* Fixed the Grateful Refugee pop modifier potentially stacking (modifier is now instead refreshed if the pop becomes a refugee again)

* Contact Report: Leviathans (story.8) should now fire for all leviathans (will now display a special desc for mechanical leviathans)

* Fixed an issue with terraforming in the Atomic Clock event

* Numerous other bugfixes and performance improvements


As mentioned in the patchnotes, there are 10 new achievements to be had:
Franchising: As a Corporate empire, have a branch office on 5 different empires' capitals
Inscrutable Power: I won the Galatron and all I got was this lousy achievement
Megapolis: Have a planet with at least 100 Pops
Obscure Tastes: Build a Mega-Art Installation in a nebula system
Black Hole Mining: Build a Matter Decompressor
Strategic Initiative: Build a Strategic Coordination Center
Center of Trade: Earn at least 1000 Energy Credits per month from trade
Giga-Engineering: Have at least 4 fully operational Megastructures within your borders (Habitats, Ring Worlds and Gateways do not count)
We Are Legion: Be a biological Hive Mind with at least 1000 drone Pops
United Space: Build an Interstellar Assembly
Also, for our awesome modding community, here's the DD we did detailing the latest moddability changes.

We worked hard on this one. It changes the game in dramatic ways. Please enjoy it when 2.2/MegaCorp debuts next Thursday, December 6th!


https://www.youtube.com/watch?v=7p0HXI63Ll0

So... nächste Woche gibt es den Patch.

AG_Wittmann
30.11.18, 15:28
https://www.reactiongifs.us/wp-content/uploads/2013/04/fry_melting.gif

AG_Wittmann
06.12.18, 20:46
Die neue Erweiterung ist raus. Huch, als hätte jemand Stellaris durch ein anderes Spiel ausgetauscht.

Mr_Rossi
06.12.18, 20:52
bei mir läd er noch, werde nix vor Samstag sehn können

AG_Wittmann
08.12.18, 22:36
So, ne Weile gespielt, erstmal paar Dekaden Spielzeit gebraucht, bis ich mich im UI wieder zurechtgefunden habe, anschließend noch paar Dekaden damit verbracht, mit den neuen Rohstoffen vertraut zu werden. Hui, da hat sich was geändert.

Energie, Mineralien und Nahrung, das gibt es weiterhin. Was neu hinzugekommen ist, sind Konsumgüter, Legierungen und sieben exotische Materialien (Volatile Motes, Exotic Gases, Rare Crystals, Zro, Nanitens, Living Metal und Dark Matter).

Für die Raumfahrt (Schiffe, Stationen und Superstrukturen) braucht man Legierungen und drei der exotischen Materialien (Volatile Motes, Exotic Gases und Rare Crystals). Die exotischen Materialien beim Schiffsbau braucht man für die Bewaffnung.

Die drei exotischen Materialien für den Schiffsbau kann man entweder auf Himmelskörpern finden oder/und man erzeugt diese mithilfe spezieller Fabriken aus Mineralien auf den Planeten oder Habitate/Ringwelten.

Aus Naniten kann man die drei exotischen Materialien zu gleichen Teilen machen (1x Naniten zu 2, 2, 2), aber erstmal das Zeug haben.

Die Besiedelung ist geil, erinnert stark an die Bevölkerungverwaltung von Victoria 2, mind. 30! verschiedene Berufe/Einteilungen. Vom Manager über Chemiker hin zum Sklave alles dabei, sogar Priester. Wird aber alles automatisch ausgefüllt, man muss nur aufpassen, dass man nicht zuviel auf einmal will, sonst rutscht man sehr schnell in tiefrote Zahlen.

Die Planeten sind auch nett, viel mehr Infos in kleinen Fenstern, vielleicht zuviele Infos stellenweise, wenn man bei manchen Angaben mit dem Zeiger draufgeht und kurz wartet, ist nen Viertel von der Bildschirmfläche mit einem Infotext bedeckt.

Der Markt ist auch interessant, man kann Mineralien, Nahrung, Konsumgüter, Legierungen und die drei exotischen Materialien (Schiffsbau) gegen Energie verkaufen oder man kauft diese, muss dafür aber mit Energie bezahlen. Anfangs hat man nur Zugriff auf den internen Markt, später auf den galaktischen Markt, wenn man genügend andere Reiche kennt. Es gibt auch einen Tauschkurs, der sich nach Angebot/Nachfrage richtet, die drei exotischen Materialien sind häufig die teuersten, in meinen Spielen bisher ca. 5 Energie zu 1 Volatile Mote und für die anderen zwei 7 Energie zu einem Stück, aber wenn ich den Markt mit dem Zeug flute, stürzen die Kurse auch ab.

Man kann aber auch mit den anderen Reichen direkt handeln, falls wer von Euch gerne kooperative Spielrunden absolviert.

Achja, Konsumgüter, die werden auch aus Mineralien gewonnen und werden von der Bevölkerung und vielen Gebäuden verbraucht bzw. umgewandelt.

Energie kann man jetzt auch mit dem Handel gewinnen automatisch, mein kleines Reich erhält die meiste Energie mit dem Handel (75% Anteil), muss da immer auf Piraten und Kriminalität aufpassen, zwei meiner Planeten haben einen Handelswert, der schon nah bei 200 bzw. 150 ist.

Die Ecumenopolis, ja, da hatte ich Glück gehabt, direkt nach den ersten 50 Spieljahren eine gefunden von der Questreihe mit der ersten Liga und nur 6 Systeme von meinem Heimatplaneten entfernt. Mein Heimatplanet ist ein Planet der Stufe 19 und beherbergt jetzt 145 Pops und ist voll ausgebaut. Ich kann noch zwischen den Distrikttypen wechseln, aber im Moment läuft die Wirtschaft auf dem Planeten rund und die Bevölkerung ist auch zufrieden, da will ich jetzt nicht drin fuhrwerken. Der Stadtplanet (Stufe 25) hat im Moment 180 Pops und es können noch 11 Distrikte gebaut werden, also noch Platz für 165 Pops mehr. Das wird bestimmt weh tun, wenn man einen bevölkerungsreichen Planeten im Krieg oder in einer Krise verliert.

Distrikte richten sich nach der Planetenstufe, Stufe 25 erlaubt 25 Distrikte, Stufe 9 nur 9 Distrikte, kann man aber mit einem Perk um 2 erhöhen. Frage mich nur gerade, warum bei allen fünf Planeten immer +1 dazu gezählt wird, im Infotext zur maximalen Distriktanzahl taucht der zusätzlich erlaubte Distrikt nicht auf.

Ohja, die Planeten, die werden jetzt automatisch nach Typ eingeteilt, kommt drauf an, was man vorwiegend auf dem Planeten errichtet hat. Z. B. Agrarwelt, Bergbauwelt, Forschungswelt usw., glaube, da gibt es auch wieder Minimum 20 verschiedene Bezeichnungen.

Hier noch ein paar Übersichten zum neuen DLC.

https://stellaris.paradoxwikis.com/Planetary_management

Mit den Habitaten spiele ich gerade, man kann keine Mineralien oder Energie bekommen, nur noch ein wenig Nahrung, dafür aber Forschung und Verbrauchsgüter/Konsumgüter/Handelsgüter bekommen, denke mal, ich werde die Habitate zur Fabrikation von seltenen Materialien benutzen.

[B@W] Abominus
09.12.18, 00:12
Danke für die Info, ich versuche derzeit https://steamcommunity.com/sharedfiles/filedetails/?id=1311725711 anzupassen.

AG_Wittmann
09.12.18, 01:34
Hui, da hast aber was vorgenommen.

[B@W] Abominus
09.12.18, 02:16
Hui, da hast aber was vorgenommen.

Ich kriege Arschpickel beim Gedanken an die ganzen Modifier... manchmal haben die NICHTS geändert, nur die Localisatoin wurde mit einem vorgestellten "mod_" erweitert, so dass der Modifier zwar galt, aber nicht bei der Tradition angezeigt wurde.

Sunabouzu
10.12.18, 12:37
Wir warten aus Sehnlichst auf die fertige Version. Vanilla ist das ja unspielbar. Und eigentlich auch traurig da da nicht mal ein paar neue Traditionen mit den DLCs kamen.

[B@W] Abominus
16.12.18, 02:20
Wie kriege ich es mit dem neuen System hin, das wenn ich Roboter habe, diese als Arbeiter (Mineure) arbeiten und nicht arbeitslos rumlungern, während meine (z.T.) versklavten Hauptbewohner als Arbeiter (Mineure) arbeiten, während Arbeitsplätze zur Erstellung von Dienstleistungen (Beamte) frei bleiben.

Wie stelle ich "Konsumgüter" her? Ich habe hier ein Defizit.

Wie entlasse ich eroberte Welten in die Freiheit? Ich will diese Viecher nicht, das ist mir aktuell zu viel Micromanagement.

JoeMill
16.12.18, 07:49
Das mit den Robotern und Fleischklopsen sieht nach Bug aus, aber für das Problem gibt es einen Mod, der das adressiert: Better Job Priorities (https://steamcommunity.com/sharedfiles/filedetails/?id=1585506251)
Der Mod ist aber auch eher halbgar, da jetzt irgendwie die Jobs dauernd gewechselt werden, wenn zu wenig Pops da sind. Andere Lösung die vielleicht noch klappt, Mineuere verbieten, so dass die in als Beamte arbeiten, wenn die aufgefüllt sind, die Mineuere wieder erlauben, so dass dort die Roboter hingehen. So wie ich gelesen habe, hängen Pops an ihren Jobs, so dass das funktionieren könnte.

Für Konsumgüter gibt es "zivile Fabriken", auf der Heimatwelt hat man mindestens eine davon zu Spielstart.

Und Planeten kann man soweit ich weiß nicht aufgeben. Eventuell funktioniert es, wenn da alle Pops vom Planeten entfernt werden. Aber wie man die letzte Pop da runter bekommt, weiß ich gerade auch nicht.

clone
16.12.18, 13:28
Abominus;1131848']Wie kriege ich es mit dem neuen System hin, das wenn ich Roboter habe, diese als Arbeiter (Mineure) arbeiten und nicht arbeitslos rumlungern, während meine (z.T.) versklavten Hauptbewohner als Arbeiter (Mineure) arbeiten, während Arbeitsplätze zur Erstellung von Dienstleistungen (Beamte) frei bleiben.

Wie stelle ich "Konsumgüter" her? Ich habe hier ein Defizit.

Wie entlasse ich eroberte Welten in die Freiheit? Ich will diese Viecher nicht, das ist mir aktuell zu viel Micromanagement.

Die Verteilung von Jobs funktioniert weder für euch noch für die AI. Ihr könnt mit den Prios arbeiten, z.B. Minören eine sehr niedrige Priorität geben.
Glavius schraubt gerade an seiner AI für 2.2.2 und brignt täglich mehrere Updates. Als Nebenprodukt sollte das Jobmanagement auch für den Spieler besser funktionieren.

Konsumgüter könnt ihr aus "den Ringen", aka den Handelsgütern schrauben. Und ihr könnt mit Fabriken eben diese Herstellen, 6 Mins ergeben 6 Konsumgüter im passenden Job.
Ihr könnt Sektoren in die Unabhägngigkeit entlassen, wenn ihr das möchtet. Leider ist dieses Autosektorsystem einfach nur dumm. Irgendwo in den Menüs versteckt sich sicherlich auch noch der Bereich, in dem man eine Auswahl an Planeten/Systemen entlassen kann.

[B@W] Abominus
16.12.18, 13:36
Es scheint wohl sehr darauf bedacht zu sein, ein kleines Reich zu führen, da es doch ziemlich teuer wird, oberhalb des Admin-Caps zu arbeiten, oder?

Zu den zivilen Fabriken: Ja, danke, sehe es auch gerade. Es ist doch alles sehr verworren noch, wird sich sicherlich mit der Zeit ergeben.

clone
16.12.18, 13:58
Abominus;1131864']Es scheint wohl sehr darauf bedacht zu sein, ein kleines Reich zu führen, da es doch ziemlich teuer wird, oberhalb des Admin-Caps zu arbeiten, oder?

Zu den zivilen Fabriken: Ja, danke, sehe es auch gerade. Es ist doch alles sehr verworren noch, wird sich sicherlich mit der Zeit ergeben.

Man muss über den Admin Cap arbeiten.
Selbst wenn man die maximalen Boni herauszieht steht man dann als extremer Pazifist bei 160 was kaum reicht für 10 Planeten + nennenswert Systeme. Die wiederholende Technologie gibt nur +10 (die beiden normalen +20 jeweils, aber sind in den 160 drin) und ist verdammt teuer.

Fürher war das ja auch nicht anders, da hat jeder Planet und jeder Pop die Forschungskosten deutlich erhöht (und auch andere Kosten), neu sind nur die steigenden Kosten für Anführer. 200 oder 300+ im Plus zu liegen dürfte ab einem bestimmten Punkt relativ normal sein.
Leider kommt das alles noch viel zu früh. Schon nach einer kleinen Expansionswelle liegt man deutlich im Plus, weil jedes einzelne System +2 bringt. (Planet auch +2, Distrikt +1)
Wir würden garnicht mehr darauf achten.

Aber mal ehrlich, was soll dieses Autosektorsystem, zum kotzen...

JoeMill
16.12.18, 14:17
Und derjenige der das zu verantworten hatte, widmet sich jetzt einem neuem Projekt bei Paradox... Siehe: https://twitter.com/dmoregard/status/1073255044919816192

Na mal sehen wo das noch hinführt. Ich hatte ja auch gehofft, dass der Patch etwas an der Performance bringt, aber das läuft genauso beschissen wie vorher. Und nimmt man dann noch einen Mod, der die Berufszuweisung verbessern will, dann geht die Performance noch mehr in den Keller.

clone
16.12.18, 14:45
Die Perfomance läuft schlimmer als früher.

Aber wir haben wenigstens einen Weg gefunden, das langweiligste Early Game aller Zeiten zu beschleunigen: ticks_per_turn 1 ist der normale Gamespeed. Mit ticks_per_turn 2 oder gar 5 erhöht ihr die Spielgeschwindigkeit (solange euer PC das kann) auf "fastest" ganz erheblich. Einfach im laufenden Spiel in die Konsole hauen und sehen, wie die ersten 50 Jahre wie im Flug vergehen. Wenn dann die wahre Krise, the great engame lag kommt, weil alle 10000 Pops haben... neija dann hilft das auch nicht mehr.

[B@W] Abominus
16.12.18, 15:22
Ich bin noch dabei, den Mod Plentiful Traditions auf 2.2 zu wuchten, klappt noch nicht alles. Es hilft jedoch, Vanilla zu spielen, um zu sehen, was sinnvoll ist.

Mein Spiel läuft zwar noch, aber das mit dem Admin-Cap ist nervig. Ja, früher war das auch schon so, aber ich bin gefühlt mit allem außer Mineralien im Minus. Schaun ma mal...

AG_Wittmann
16.12.18, 16:13
Ach, das geht eigentlich, geht ja nicht um die Größe des Pimmels, sondern, wohin man ihn steckt.

X_MasterDave_X
16.12.18, 22:01
Bin auch schon weit über den Admin-Cap. Verwaltungslimit aktuell 50 im Jahr 2254, aber habe Reichsgröße 141, also fast schon das 3-fache mit meinen 4 Planeten, 27 Distrikten und 54 Systemen. Damit habe ich aber gerade mal eine Strafe von 27% bei den Technologiekosten und 45% bei den Traditionskosten. Die 3 Forschungszweige haben je ca. 100.

Natürlich muss man abwägen. Da die normalen Rohstoff-Kristalle nun nicht mehr für den Raumschiffbau verwertbar sind, muss man seine Industrie auf Legierungen maximieren. Habe da aktuell aber auch nur 23 bei voll ausgebauter Flotte von 24 Flottenkapazität. Man wird also schon deutlich langsamer bei den Traditionen, und auch ein wenig bei der Forschung, wobei natürlich die zusätzlichen Systeme und Rohstoffe automatisch neue Forschung generieren. Bin da in meiner ersten Partie aktuell nicht sehr effektiv, aber das ließe sich vielleicht schon teilweise ausgleichen. Sicherlich werden aber die überdehnten Reiche forschungstechnisch etwas zurück fallen. Das ist wohl ein Spielkonzept, damit man als kleines Reich nicht total untergeht. Aktuell frag ich mich natürlich wohin es führt wenn ich jetzt meinem blöden nachbarn den Krieg erkläre, und sein Reich auch noch miterobere...dann dürfte ich wohl bei Reichsgröße 200 oder mehr sein. Aktuell bin ich eingeklemmt zwischen einem kriminellen Kartell rechts von mir, die mir auch ständig auf der Hauptstadt ein verbrecher-Syndikat spawnen, dann ein weiteres aktuell eher friedliches Syndikat im Norden, dazu gleich daneben eine schlafende Khan-Horde, oder sind das nur Marauders?, die aber alle paar Jahrzehnte Rohstofe erpresst (die bei meiner Reichsgröße Peanuts sind), sowie die beiden gefallenen Reiche. Also total eingeklemmt zwischen ziemlich gefährlichen Gegnern. Deswegen will ich auch die Mafia-Bande rechts von mir bald erledigen...um zumindest Richtung galaktischer Osten ausbrechen zu können.

Könnte noch ne lustige Partie werden.

AG_Wittmann
16.12.18, 23:48
Wenn man bestimmte Ethiken und Civics auswählt, kann man direkt ab 2200 mit einem Verwaltungslimit von 80 starten. Habe allerdings noch keine Megacorporation gespielt, weiß nicht ob diese das Verwaltungslimit auch mit der Zeit erhöhen können.

Müsst mal die Spieldauer erhöhen bzw. die Forschungskosten erhöhen, da bekommt man regelrecht Angst vorm Bevölkerungswachstum, weil man es nicht unterdrücken kann wie beim alten System mit den Tiles.

Iche_Bins
17.12.18, 00:11
Ach, solange die Espansion mehr bringt als die kosten durch den überstiegenen Admincap zunehmen ist das doch alles prima.

Kann man Sektoren/Planeten nicht über das "Planeten/sektoren" Menü als Vasallen entlassen? Wir haben das Spiel grad nicht auf und können daher nicht überprüfen.
Außerdem sollte man doch Planeten verkaufen können

Sunabouzu
17.12.18, 00:30
Wenn man bestimmte Ethiken und Civics auswählt, kann man direkt ab 2200 mit einem Verwaltungslimit von 80 starten. Habe allerdings noch keine Megacorporation gespielt, weiß nicht ob diese das Verwaltungslimit auch mit der Zeit erhöhen können.

Müsst mal die Spieldauer erhöhen bzw. die Forschungskosten erhöhen, da bekommt man regelrecht Angst vorm Bevölkerungswachstum, weil man es nicht unterdrücken kann wie beim alten System mit den Tiles.

Es gibt für jeden Planeten eine Entscheidung mit der das Wachstum gestoppt wird. Kosten nur 5 Stabilität auf dem Planeten.

Performer
17.12.18, 01:25
Jetzt nur noch 2 Patches abwarten, bis das alles wirklich funktioniert und gebalanced ist ... :smoke:

[B@W] Abominus
17.12.18, 10:48
Also für mich ist das aktuell zwar spielbar, aber gefühlt fängt das unnütze Micromanagement wieder an.

Mit dem aktuellen Betapatch (muss man sich für in Steam anmelden) ist das mit der Priorisierung der Jobs besser geregelt, aber noch nicht gut.

Ich habe bis 2500 gespielt und mich sofort dem Khan unterworfen, da ich gefühlt null Flotte habe.
Mir war auch nicht bewusst, dass meine Handelswaren (?), also das Zeug mit dem Ring-Symbol, durch Piraten, die nur metaphorisch existieren, reduziert werden. Flotte auf Rundflug geschickt, dann ging es wieder.

Mit einem Planeten zu spielen macht übrigens wenig Spaß, ich hatte von allem zu wenig.

Was aber gut ist: Man kann Depots nutzen, um Jobs zu generieren. Bei meinem Mod klappt das hervorragend. Ich werde das noch weiter ausbauen.

X_MasterDave_X
18.12.18, 22:02
Hab da aktuell ein paar Fragen:

Wie bringt man seine Raumschiffe dazu zu patroullieren? Jetzt mit den Handelsrouten und den automatischen Piraten die da immer stärker werden, mach die Fuktion ja echt Sinn.
Nur bin ich entweder zu blöd, oder es ist verbuggt. Da gibts bei den Flotten ja den neuen Button. Aber ganz egal ob ich einen Marschweg wähle, und danach den Button drücke, oder davor....die Einheit fliegt nur an das Ziel, und der Button schaltet sich bei Erreichen des Ziels wieder ab....fertig. Was soll das? Mache ich da was falsch? Auch das Wählen eines Admirals für die besagte Flotte macht nichts besser.

Noch ein Punkt der nicht so klappt bei mir, wie man sich das vorstellen würde sind Handelsrouten. Da habe ich eine weitere durch Bau neuer Sternbasen und Handelsplattformen darauf errichtet....und die dumme KI leitet die Handelsroute genau durch das einzig nicht mir gehörende System mit einer feindlichen Krystall-Wesen Flotte....mit dem Ergebnis, dass nichts von der Route zuhause ankommt. Der Idiot müsste nur das System links davon auswählen, wäre keinen Sprung weiter, und alles würde schön mein Ziel erreichen. Habe versucht die Route manuell umzulenken, aber das klappt auch nicht. Er will immer durch das eine System das nicht mir gehört. Was kann man da tun?

[B@W] Abominus
18.12.18, 22:12
Schift-tastä...

Iche_Bins
18.12.18, 22:24
Button drücken und mit LINKER Maustaste auf das Ziel drücken, die Flotte patrouilliert dann dazwischen

Wenn Ihr das System mit dem Feind auswählt könnt Ihr unten den Knopf drücken dass das System für Eure Schiffe gesperrt ist, Handelsrouten gehen dann ebenfalls dran vorbei

AG_Wittmann
18.12.18, 22:39
Habt Ihr mal Sternenbasen mit Hangars gebaut? Diese geben seit 2.2 den Piraten Saures.

JoeMill
18.12.18, 23:34
Ja das machen die Sternenbasen, allerdings ist das verbuggt. Sowohl Handel abschöpfen als auch Piraten unterdrücken funktioniert nur so lala. Sprich man hat z.B. 3 Trade-Hubs also alles im Umkreis von 3 Sprüngen soll abgeschöpft werden, aber das passiert manchmal nicht. Warum auch immer. Beim Schutz vor Piraten ist es das Gleiche. Ich habe 6 Hangars in einen Sternenbasis, also sollte das auf alle Systeme im Umkreis von 6 Sprüngen wirken, aber das macht es bei mir nur bei Systemen die Bestandteil von Sektoren sind. Systeme außerhalb eines Sektors kriegen nichts von dem Schutz ab ...

Performer
18.12.18, 23:42
Wie isses denn nun nach dem neusten Patch (mit oder ohne Megacorp)?

Iche_Bins
19.12.18, 10:57
Wir haben das Spiel vorbestellt (weil es billiger war), aber schon in der Entwicklung gemerkt dass es nicht das wahre sein wird. Dementsprechend hatten wir es kurz nach dem Release wieder weggelegt und vergessen. Das Spiel war zu unübersichtlich und zu ... langweilig/nervig.

Jetzt nachdem die Tiles auf jedem Planeten weg sind haben wir es wieder raus geholt. Und das Spiel macht Spaß.
Es ist etwas übersichtlicher und nicht mehr ganz so nervig. Es hat immernoch große Übersichtlichkeitsprobleme (Gibt es keine sortierbare Liste aller Planeten in unserem Besitz oder sind wir nur zu blöd die zu finden?) und einige Fehler und unzulänglichkeiten im Design (was bringt es mir dass meine 40 Planeten in gefühlrt 30 Sektoren aufgeteilt sind? Die Automatisierung ist jedenfalls mist). Naja, und vom Balancing fangen wir erst gar nicht an...

Doch trotz der Fehler macht das Spiel Spaß!
Am meisten Spaß direkt am Anfang, die Erkundung ist großartig. Danach fällt es immernoch ab, wird uns aber noch nicht langweilig. Wir würden es weiter empfehlen.

clone
19.12.18, 13:09
Wir haben jetzt eingie Zeit im Spiel verbracht (Version Beta 2.2.2. mit Glavius A.I patch), aber ohne den aktuelle DLC und den Erkundungs-DLC und ziehen folgende Bilanz:
Schonmal sorry für das Denglish, wir kennen bei Stellaris nur die englische Version.
tl;dr: Es macht Spaß. Ungefähr soviel wie früher. Manches ist etwas besser, manches finden wir verschlimmbessert. Es gibt noch viele Baustellen, insbesondere die Performance und die Sektoren sind sehr nervig. Wir empfehlen es nochmal auszutesten und zu spielen, wenn man die Zeit hat.

Und jetzt zur Detailkritik:

Wirtschaft:
Wir waren der Meinung, dass die Teils hätten verbessert werden können (z.B. anstatt immer Matrix aus 5*5 mit Lücken für kleine Planeten) hätte man eine realistischere Darstellung (Mercatorprojektion) nehmen können, auf der z.B. bei der Erde die Kontinente insgesamt 16 Tiles erhalten hätten und die Ozeane weitere 48 unbewohnbare Tiles abbilden. Jedes Tile hätte sein eigenes Klima bekommen (je nachdem ob der Planet zu seiner Rotationsachse verkippt ist), sodass man zwar jeden Planeten besiedeln kann, aber auf manchen nur in den passenden Klimazonen, bis man das Klima ändert.

Ist leider nicht passiert, aber wir können uns nun nach einigem Spiel mit dem neuen System anfreunden. Es funktioniert, hat aber wie das Tilesystem starke Schwächen, für uns ist das ein Schritt zur Seite.
Folgende Probleme sind für uns aktuell da:
-Strategische Ressourcen:
Zum einen scheint die K.I. auch von Glavius noch nicht mit ihnen gut umgehen zu können. Zum anderen sind sie völlig unübersichtlich. Man hat schon Energie, Nahrung, Mineralien, Konsumgüter und Alloys, dazu hat man jetzt noch 7 weitere Stockpiles, die man immer im Auge haben sollte, aber nur sieht, wenn man mit der Maus über sie hovert. Da sie für eine effizente Wirtschaft aber sehr wichtig sind, schaut man daurnd auf sie, damit man weiß wie viele Konverter man bauen muss um die Stufe III Gebäude für Forschung, Alloyproduktion und Konsumgüterproduktion dauerhaft betreiben zu können. Das nervt. Unsere vorgeschlagene Änderung:
Die strat. Ressourcen verlieren ihre Stockpiles, dafür wird ihre "Summe" dauerhaft im Header angezeigt. Die Stufe II und Stufe III Gebäude verbauchen weiterhin 1 bzw. 2 von den strat. Ressourcen, wie bisher auch. Anstatt dass dort 150 + 3 pro Monat steht, steht dann dort nur noch +3. Verbraucht man pro Monat 2 davon, steht dann dort +1, geht man mit dem Mauszeiger auf die Zahl, sieht man die Bilanz, wie bisher auch. Die Spezialedikte, die strat. Ressourcen benötigen, kosten wieder Mins/Energie/Alloys/Konsumgüter, benötigen aber solange sie laufen ein +X an der entsprechenden start. Ressource.
Waffensysteme für Schiffe, die bisher 2,33 strategische Ressourcen verbrauchten, können nur noch in Spezialwerften der Raumstationen gebaut werden, die jeweils 1 Gas, ein Kristall und ein "Mole" benutzen.
-Bevölkerungswachstum:
Es ist am Anfang der Kolonie zu langsam um Spaß zu machen und doch viel zu schnell um wirklich glaubhaft zu sein. Die ersten 50 Jahre passiert deshalb... nix. Man erkundet und das wars.
-Balance der Ressourcen:
Nahrung habe ich praktisch immer im massiven Überfluss, obwohl die Jobzuweisung schon Farmerjobs unbeachtet lässt und ich auf den meisten Planeten nur einen Farmdistrikt besitze, auf Planeten der Basisressourcengewinnung maximal 3. Farmer sollten weniger Nahrung produzieren. Wir laufen auch immer mit der Politik +25% Nahrungsverbauch, einfach weils geht. Insebsondere sollten manche Planetenarten weniger Nahrung produzieren können: Gaia z.B. 6 pro Farmer; Kontinental, Tropisch und Ozean 5; Savanne und Alpen 4, Rest 3. Dafür produzieren diese dann mehr Energie/Mineralien pro Job.
-Handel:
Aktuell schicken wir Ringe durch das Weltall und erfreuen uns der Energie/Konsumgüter, die wir dadurch erhalten. Ganz nett. Doch wieso schicken wir nicht sämtliche Ressourcen per Handelsrouten durch die Systeme? Das würde Würze ins System bringen und die automatischen Handelsrouten funktionieren aktuell zu 95%, nur selten muss man per Hand nachhelfen (props dafür an Paradox!).
Die Piraten sind aktuell kaum eine Gefahr. Die ersten kommen meist gegen Jahr 2240 und sind mit nem 20er Korvettenstack zu beseitigen. Später im Spiel (Jahr 2300) kann man eine Halbflotte benutzen, Routen mit großen Durchflussmengen bewacht und zu spawnenden Piraten schicken. Unangenehm wird es erst in einem all out war und dann sind die Schäden durch Piraten leider noch zu gering.
Wir hatten den schönen (für den Spielspaß, schlecht fürs Reich) Fall, als Piraten genau in einem Flaschenhalssystem spawnten und ungefähr 50% unseres Handels blockierten. Wären das 50% unsere gesamten Ressourcen gewesen (aktuell bauen wir die Kernwelten immer zu Zentren der Gewinnung von Gütern/Alloys/Forschung aus, während der Rest die Rohgüter besorgt), wäre unsere Kriegswirtschaft völlig zusammengebrochen. Man müsste viel mehr darüber Nachdenken, wo man Rohgüter gewinnt und wo sie weiterverarbeitet werden und wie schnell Planeten dann durch Piraten/Krieg die Versorgung ausgehen kann. Gemischte, autarke Planeten wären plötzlich sinnvoll. Und die Handelsrouten für die Ringe zeigen, dass das gehen würde.

Erkunden:
Wir finden es schade, dass man nicht mehr bei den Anomalien scheitern kann. Klar, dass war frustrierend, aber man konnte auch warten, bis man einen guten Forscher hat. Sonst hat sich für uns dort nichts geändert. Wir finden es auch schade, dass wir Systeme anderer Reiche nicht mehr erkunden müssen.
Verbessert hat sich hier für uns ohne DLC praktisch nix. Neija, wir finden immer die Vorläuferzivilisation, aber deren Heimatsystem ist immer gleich. 10*3 Forschung, 5 Alloys, 10 Energie + 5 Gase. Etwas Abwechslung täte gut.

Krieg:
Nichts hat sich gefühlt geändert. Ich weiß nicht, ob man schon früher so ewig von A nach B brauchte (2 Jahre um meine Armee von einer Ecke des Reiches in die andere zu bringen), ich werde mir wohl einen Speed Mod suchen müssen, der das ungefähr halbiert. Insbesondere mit der aktuellen Performance des Spiels schade.
Die K.I. ist immernoch unfähig im Krieg (Glavius arbeitet aktuell nur ander Wirtschafts- und Expansions-K.I.), sie war dank Glavius so schlau, dass zwei Reiche sich auf einen Krieg mit mir einigten und eine Flottenüberlegenheit von +16 im Kriegsbildschirm angezeigt bekamen. Doch sie ließen nichtmal ihre zweite Flotte ihrer ersten Folgen. Ich konnte sie mit meinen zwei Flotten erst ablenken (die K.I. priorisiert feindliche Flotten im eigenen Gebiet vor allen Eroberungen) und dann einzeln bekämpfen, z.T. mit Raumstationsrückendeckung. Die K.I. ließ ihre geflohenen und beschädigten Flotten auch nicht reparieren oder zog sie dann zusammen. So wurden ihre Angriffe immer Schwächer, ich konnte mein besetztes Gebiet zurückerobern und bekam in einem Krieg, in dem ich wirtschaftlich und militärisch unterlegen war noch 2 Systeme im "Status Quo Frieden". Hat viel Spaß gemacht, aber der Sieg war nicht verdient.
In einem anderen Spiel griff ein fressender Schwarm mich und meinen Verbündeten an (Defensivabkommen), der Schwarm war uns beiden zusammen überlegen. Eine seiner Flotten war so stark wie zwei von meinen Flotten (selbiges bei meinem Verbündeten). Hier ließ er seine Flotten oft der Stärksten folgen, sodass der Schwarm immer an einer Front massiv Boden verlor, während er an der anderen seine Systeme befreite, nur um lange zurück zur anderen Front zu fliegen. Mein K.I. Partner verlor alle seine Flotten, die er vor dem Krieg hatte, gewann aber +7 Systeme (und teilte den Schwarm in zwei nicht verbundene Hälften), während ich 6 Systeme + 2 Kolonien vom Schwarm übernahm. Auch wir verloren mehr Schiffe als der Feind. Offiziell haben wir sogar den Krieg verloren, aber bei Kriegen mit dem Schwarm funtkioniert das System der Claims ja nicht, sondern jedes eroberte System wechselt sofort den Besitzer und fertig. Der schloss also den großen Fresskrieg mit einem Sieg ab, verlor aber 13 Systeme mit 2 Kolonien sowie einer gewissen Anzahl an bewohnbaren Kolonien.

-Landkrieg:
Defensivarmeen sind zu schwach, ich meine viel zu schwach. Es lohnt sich auch nicht Festungen zu bauen, sie versperren nur Platz. Alle Invasionen konnten wir bisher mit minimalen Verlusten gewinnen, selbst wenn da 8 Defensivarmeen standen. (Wir nutzen entweder 20 Genarmeen oder 10 Psychoarmeen zur Invasion). Wir bombadieren Planeten deshalb auch nicht mehr, es lohnt nicht.
Unser Vorschlag: Defensivarmeen werden gebufft. Anschließend wird für eine gewisse Anzahl an Pops immer eine Miliz-Armee (relativ schwach, aber die Masse machts) bei Invasionsfall gegründet: Bei Superpazifisten keine, bei Pazifisten pro 10 Pops eine, bei normalos pro 5 Pops eine Miliz, bei Miliaristen pro 2 Pops und bei Supermilitaristen für jeden Pop eine Miliz. Dazu gibt es Möglichkeiten die Frontbreite nur für den Verteidiger zu erhöhen.
Der K.I. wird beigebracht, mit den nun stärkeren Verteidigern umzugehen. Die K.I. bombadiert, wenn die Stärke der eigenen Truppen in absehbarer Zeit größer sein wird als die der Verteidiger. Und ignoriert, wenn das Bombadieren zu lange dauern würde.

-Sektoren:
Sind ein Witz. In Reichweite von 2 Hyperraumrouten (sprich 2 Systemen in jede Richtung) wird der Heimatsektor gegründet. Kolonialisiert man außerhalb einen Planeten, wird dort ein neuer Sektor gegründet, seine Grenzen sind wieder 2 Systeme in jede Richtung. Das führt zu zum Teil winzigen Sektoren mit einem Planeten. Gleichzeitg verzichtet Stellaris nun auf jede Form von K.I. Bebauung in den Sektoren (es gibt ein optionales System, dass niemand zu benutzen scheint), man verwaltet also jeden Planeten selbst. Was mit der Zeit (20 Planeten +) mehr Arbeit ist als die Tiles im Kernsystem von früher, weil damals Planeten ab einem gewissen Punkt einfach "fertig" waren oder man Bauschlangen mit +20 Einträgen gemacht hat. Jetzt ist selbst die Heimatwelt nach 100 Jahren nicht "fertig", was gut ist, weil sie so etwas bedeutet, was schlecht es, weil man mit dem aktuellen Sektorsystem einfach zu viel zu tun hat. Klar war es schlecht, dass vorher Sektoren mit +50 Planeten bestehen konnten, wodurch man Gouverneure reduzieren konnte, aber jetzt hat man praktisch immer +10 von denen.
Wir haben einen Mod installiert, der die Reichweite von 2 Systemen vom Sektorhauptplaneten auf 4 Systeme geändert hat. Das bildet schönere und bessere Systeme. Noch besser wäre, wenn man das wieder selbste machen könnte und nur die Grenzen (z.B. 3 Hyperraumrouten von der Hauptwelt des Sektors) einen aufhalten, "Riesensektoren) zu gründen.

Performance:
Die ist unter aller Sau. Einfach nur armselig, wie immer mehr Content hinzugefügt wird, ohne dass das Spiel/die Engine damit umgehen kann.
Es wurde ja schon der Multi-Core-Analysethread aus dem Pdox Forum hier gepostet. Daran anschließend könnte und müsste man folgendes machen:
-Aktuell werden Hauptberechnungen und das Rendering (Bildgenerierung) in einem Thread verarbeitet. Das spaltet man auf und man sollte es können.
-Aktuell müssen zum Start jedes Ticks umfassend Berechnungen durchgeführt werden, die sich aber auf alle Threads verteilen. Man teilt diese Berechnungen über die gesamte Ticklänge auf.
-Die Phase nach den ersten Berechnungen des Ticks ist eine Phase, in der praktisch keine Multi-Core-Berechnung stattfindet. Hier muss man schauen, ob man mehr parallelisieren kann.
-Es ist ein Witz, dass Tabellenkalkulator mit Visualisierung wie Stellaris so schwach läuft. Der Code muss schwere Schwächen haben. Stellaris hat gleichzeitig viele technisch versierte Fans. Gibt die Exe frei und lasst die Fehler finden, wenn ihr es nicht könnt, Paradox.

[B@W] Abominus
19.12.18, 15:18
Danke für die Ausführungen, welcher Mod ist es denn, der die Reichweiten der Sektoren vergrößert?

clone
19.12.18, 15:31
Abominus;1132123']Danke für die Ausführungen, welcher Mod ist es denn, der die Reichweiten der Sektoren vergrößert?

https://steamcommunity.com/sharedfiles/filedetails/?id=1587222189 "Larger Sectors"

Die verlinkte Version erhöht die Reichweite von der Sektorhauptwelt von 2 auf 4.
Es gibt auch noch even larger sectors (6er Reichweite für den Heimatsektor, 5er für alle anderen) und very large sectors (10er für den Heimatsektor, 8er für die anderen)

https://steamcommunity.com/sharedfiles/filedetails/?id=1591738937
Glavius 2.2.2. Open Beta AI. (Achtung, Glavius schickt mehrere patches pro Tag heraus, davon kann auch mal einer die K.I. völlig zerstören. Insgesamt aber ist sie bei der Wirtschaft und der Diplomatie deutlich besser als die Paradox K.I. Die Kriegs-K.I. wurde noch nicht viel angefasst.
Dazu kann es zu Problemen kommen mit anderen Mods, insbesondere NSC 2, welches es aber noch nicht für 2.2.2. Stellaris gibt.

[B@W] Abominus
19.12.18, 15:56
Danke, werde mir die Sache mal anschauen. Eventuell lässt sich das für meinen Mod verwursten oder anderweitig fürs spielen einsetzen. Mir war das Prinzip hinter den Sektoren (also Reichweite) nicht bekannt. Aktuell krankt es halt noch an einigen Stellen, ich hoffe, dass es besser wird, insbesondere die Performance. Bei mir geht er ab 2500 auch langsam in die Knie.