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Walkaboutout

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Jan 27, 2014
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So, I have a personal mod that includes a primitive species in a nearby neighboring system (defined via solar system initiater files).

Is it possible to give a pre-defined primitive species like that a preset origin, and have them retain it (preventing them from getting the Enlightened Origin when enlightened)?

I was thinking I wanted to try this with a "Here there be Dragons" thing from the upcoming Aquatic species pack. Of course I would enlighten these guys, and hopefully see them retain the origin and the dragon.

How that works mechanically with subject empires, or when conquering the original empire with that origin is another dicsussion altogether though, of course. But obviously, before testing that, I need to figure out how to give them the origin and have them retain it when enlightened, if that's at all possible.
 
So, I donno if no one is sure of the answer or what, but here is what little I know on this topic so far. What it comes down to is I'm wondering if there is a way to make this work right. I get it partially functioning but that's about it so far.

The primitive species seems to ignore any origin effects, as far as I can tell. I tried to use an origin that would be obvious right away in play, like the Galactic Doorstep origin. The starting system gateway is not present in the system. However, one interesting point is that, when enlightened into a space-faring empire, when you look at the former-primitives in the diplomacy screen, they do indeed have the Galactic Doorstep origin showing as their origin. So maybe just making their origin Galactic Doorstep in the manner I did doesn't fire off any starting script work that needs to be done to actually create the proper origin starting conditions.

They're just missing all of the effects associated with the origin, so how can I apply it differently and get it to do whatever it needs to do, properly? As mentioned, maybe I need to use a different method to set the origin, something similar to, just as an example, set_name, but instead like set_origin. I tried that briefly and it didn't do anything, but either there's a different syntax for it, or I used it in the wrong way in the file, or it just doesn't exist.

Here's what I've tried to far, note the "origin = "origin_galactic_doorstep" " in the create_country portion:

Code:
        init_effect = {
            create_species = {
                name = Drar
                plural = Drar
                class = "REP"
                portrait = "rep17"
                #texture = 3
                homeworld = THIS
                traits = {
                    trait = "trait_very_strong"
                    trait = "trait_resilient"
                    trait = "trait_slow_breeders"
                }
            }
            create_country = {
                name = random
                authority = random
                day_zero_contact = no
                civics = {
                    civic = civic_increasing_urbanization
                    civic = civic_atmospheric_pollution
                }
                species = last_created
                ethos = {
                    ethic = "ethic_xenophile"
                    ethic = "ethic_egalitarian"
                    ethic = "ethic_spiritualist"
                }
                type = primitive
                origin = "origin_galactic_doorstep"
            }
            last_created_country = {
                set_graphical_culture = industrial_01
                set_country_flag = early_space_age
                set_primitive_age = early_space_age
            }
            set_owner = last_created_country
                create_primitive_blockers = yes
            while = {
                count = 28
                create_pop = {
                    species = last_created
                }
            }
            add_building = building_primitive_farm
            add_building = building_primitive_factory
            add_building = building_primitive_mine
            add_building = building_primitive_power_plant
            add_building = building_primitive_capital
            add_building = building_urban_dwellings
            last_created_country = {
                capital_scope = { set_name = "Drak" }
            }
 
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I think I might be getting close to making this work! Under init_effect for last_created_country I added:

country_event = { id = origin.1001 }

This worked, and added a gateway to the starting system. According to the origin_events_2 file, the above event looks to me like the initializer for the starting set up of the gateway during a game start with the Galactic Doorstep origin. The problem is, there's several events in there, and I'm not too good at reading and understanding what events are going to do, via the script. So I don't know what other things I would need to fire from that event file, in order to perfectly mimic the Galactic Doorstep conditions on a normal empire.

Does anyone have any insight as to what I should run, or other things I'll be needing to do to make this work right?

This is just practice for trying to do this with a "Here be Dragons" start, and I'm sure that origin will be set up differently. Still, this is good practice I think, or good knowledge for others interested in doing something similar!
 
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