Does anyone know how to change what building is made when a colony is made? If so I would like to know how. Thank you.
capital = yes
level = 0
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Anything else which is a level 0 capital would therefore also be a potential initial building. You'd just need to change the conditions so that only 1 of them is a valid choice at any given time (so if the alternative one dropped on a tech, have a not ={ techname} as the pre-req on the colony shelter and techanem as a requirement for the replacement).
If that's not in, then yeah, use events.
so if I only wanted a building one of the buildings on a Arctic planet then I would put:Lie, mid-game?
I suspect the thing which makes a colony shelter drop is
so if I only wanted a building one of the buildings on a Arctic planet then I would put:
capital = yes
level = 0
is_planet_class = Arctic
building_asteroid_base_capital_0 = {
base_buildtime = 180
cost = {
}
planet_modifier = {
pop_ethic_shift = 0.10
}
potential = {
planet = {
OR = {
is_planet_class = pc_asteroid_base
NOT = {
has_building = building_colony_shelter
has_building = building_capital_1
has_building = building_capital_2
has_building = building_capital_3
has_building = building_asteroid_base_capital_1
has_building = building_asteroid_base_capital_2
has_building = building_asteroid_base_capital_3
}
}
}
}
planet_unique = yes
capital = yes
level = 0
produced_resources = {
food = 2
minerals = 2
}
upgrades = {
building_asteroid_base_capital_1
}
prerequisites = {
"tech_asteroid_base"
}
}
building_asteroid_base_capital_0 = {
base_buildtime = 180
cost = {
}
planet_modifier = {
pop_ethic_shift = 0.10
}
potential = {
planet = {
is_planet_class = pc_asteroid_base
NOT = {
has_building = building_colony_shelter
has_building = building_capital_1
has_building = building_capital_2
has_building = building_capital_3
has_building = building_asteroid_base_capital_1
has_building = building_asteroid_base_capital_2
has_building = building_asteroid_base_capital_3
}
}
}
planet_unique = yes
capital = yes
level = 0
produced_resources = {
food = 2
minerals = 2
}
upgrades = {
building_asteroid_base_capital_1
}
prerequisites = {
"tech_asteroid_base"
}
}