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Qilue

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Jun 20, 2004
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Is there a way to make a species trait only available to custom empires?

I've tried
Code:
  ai_weight = {
     weight = 0
   }
and
is_ai = no

Neither worked.
 
Try: sentient = no, modification = no and/or initial = no. Those should allow you to include them in prescripted empires without issue.
 
Try: sentient = no, modification = no and/or initial = no. Those should allow you to include them in prescripted empires without issue.
Won't initial = no prevent you from taking it in empire creation? I always thought so, but didn't test it out.

to the OP: And for me, is_ai = no always works perfectly, accompanied by modification = no. I never used sentient = no though because afaik it makes this trait available to pre-sentients only. Could you post the code of one whole trait please?

Here is a very simple example trait from me:
Code:
trait_millennial = {
    cost = 0
  
    is_ai = no
    modification = no
    icon = "gfx/interface/icons/traits/trait_venerable.dds"
  
    modifier = { leader_age = 1000 }
    opposites = { "trait_enduring" "trait_fleeting" "trait_venerable" }
}
is_ai = no makes it available only to custom empires.
modification = no means that you can't get it by genetic modification.
The rest should be clear / isn't necessary for your case.
 
@SolarGuy - Essentially the same as the one you posted

Code:
trait_Immortality = {
   cost = 0
   icon = "gfx/interface/icons/traits/trait_immortality.dds"
   modifier = { leader_age = 2000 }
   opposites = { "trait_enduring" "trait_venerable" "trait_fleeting" }
}

Even with "is_ai = no", the trait is still appearing on random ai species and it generates this error -

[12:44:11][persistent.cpp:34]: Error: "Unexpected token: is_ai, near line: 7"
in file: "common/traits/HRS_species_traits.txt" near line: 7

EDIT - I did a few tests and it looks like "initial = no" works, but you have to manually add that line into the trait text after you've created a custom empire, or add "trait="trait_Immortality"" to user_empire_designs.txt

Thank-you for your help. :)
 
Last edited:
@SolarGuy - Essentially the same as the one you posted

Code:
trait_Immortality = {
   cost = 0
   icon = "gfx/interface/icons/traits/trait_immortality.dds"
   modifier = { leader_age = 2000 }
   opposites = { "trait_enduring" "trait_venerable" "trait_fleeting" }
}

Even with "is_ai = no", the trait is still appearing on random ai species and it generates this error -

[12:44:11][persistent.cpp:34]: Error: "Unexpected token: is_ai, near line: 7"
in file: "common/traits/HRS_species_traits.txt" near line: 7

EDIT - I did a few tests and it looks like "initial = no" works, but you have to manually add that line into the trait text after you've created a custom empire, or add "trait="trait_Immortality"" to user_empire_designs.txt

Thank-you for your help. :)

At that point you should migrate your user_empire_designs.txt custom empire over to a prescripted_countries mod, similar to how the vanilla premade empires are set up. That lets you have custom events, localisation, traits and all.

See http://forum.paradoxplaza.com/forum...ng-custom-empires.926575/page-3#post-21447381 for more details and feel free to ask if you have further questions.
 
You could create a limit technology that won't be available to anyone ever and use that as a prerequisite for the trait.You would have to give the tech to your country in an event but that should be easy.