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Geoffers747

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Aug 30, 2012
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Just browsing the files, and was stumbling through the 00_country_types file.

In there it specifies modules:

Code:
#    modules = {                            #List of modules countries of this should have.
#                                        #A module controls what code a country will use for a specific system, for instance we can decide to run a completely different economy module that uses cats as main currency ( if such a module exists, that is )
#                                        #Only one module per module type is allowed
#        standard_event_module = {}
#        standard_economy_module = {}
#        standard_leader_module = {}
#        standard_diplomacy_module = {}
#        standard_technology_module = {}
#        standard_pop_factions_module = {}
#    }
#}

And we can see that there are distinctions between say the default and primitives who have:

Code:
modules = {
     standard_event_module = {}
     basic_technology_module = {}
     exclusive_diplomacy_module = {
       contact_rule = script_only

Or the Fallen Empire who have:

Code:
modules = {
     all_technology_module = {}
     standard_event_module = {}
     standard_leader_module = {}
     standard_economy_module = {}
     exclusive_diplomacy_module = {
       can_receive = {

Can somebody help me understand what defines these modules? What is the difference between the basic and standard technology module for example? Furthermore, the text states that you could set these modules to user defined ones, I've tried looking everywhere but can't find anything on this. How? Can anyone point me in the right direction?
 
Hi Geoffers!

I looked myself a little bit in the code and as far as I can tell most of them are somehow hardcoded behaviour, especially the ones which are empty. At least I could not find any definitions in the given code about them. I just can assume following trivial conclusion:
  • all_technology_module allows the faction to use every defined technology.
  • standard_event_module allows the faction to use every defined event.
  • standard_leader_module handles the paradox predefined standard leader gameplay, like that the faction can recruit and use different leaders.
  • standard_economy_module handles the paradox predefined economy, with all its elements like credits, minerals, etc.
  • basic_technology_module is a little bit more difficult to guess... But I think it just gives the most basic technologies like "tech_basic_science_lab_1", which mostly are starter technology which allows core functionalities of the game like surveying planets. (Because surveying is not possible when there is no science_lab on your ship.
The only different one is "exclusive_diplomacy_module". Here you can define some actions it seems. They are defined in common/diplomatic_actions/00_actions.txt. It seems like they are rulesets which define diplomatic decisions. No idea what "contact_rule = {script_only, always}" is for though...
 
Hi there!

'Hardcoded' was the word I was hoping not to hear ha.

I think your assumptions are pretty spot on! Which is a shame as these modules seem like they would be quite helpful in modding (I imagine for overhaul mods more than anything), especially if you wanted to create a number of different species each of which had specific technologies/naming conventions (not just naming list, I mean names for weapons, components, etc).

I'm wondering if there's a way to do that currently by just creating a number of different technologies and somehow limiting them to particular species, but modules seemed like it might have been a bit of an easier way to do it!
 
That's true. With such modules it would be very easy to make different technology settings for different species, but it seems that nothing about such is defined at technologies too. Technologies are just there and they are for every one to take.

There is one possible way to achieve different tech-trees for different species though. You could make a base technology for every species which you give them with starting events at game start and the rest of the technology tree depends on that base technology. This way every technology which depends on specific base technology won't show up if one species does not have that base technology.

I am pretty new to paradox-modding by the way, so I am not an expert. Maybe I missed myself something!
 
I am pretty new to paradox-modding by the way, so I am not an expert. Maybe I missed myself something!

Between us we probably have about 4 days experience. So don't worry ha. Though your idea certainly looks like a really interesting one. Might have to look into it at some point later to see if its workable! Feel free to add me on Steam (Geoffers747) and we can talk about our failings with modding!

I do believe though that we should have access to these modules at some point, just for the simple fact that the documentation notes state we could have a defined economy module such as 'cat' if one existed. Here's hoping someone with more knowledge than us can shed some light.