• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

hyme

Wisconsinite
89 Badges
Jan 23, 2007
1.124
50.115
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Imperator: Rome
  • Europa Universalis 4: Emperor
  • Battle for Bosporus
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Imperator: Rome - Magna Graecia
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Stellaris
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Europa Universalis III
  • Europa Universalis III Complete
  • Lost Empire - Immortals
  • Europa Universalis III Complete
  • Heir to the Throne
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.
 
I don't know if the default building itself can be changed like that BUT you could probably replace it with an event upon being colonized (or when it starts being colonized too I suppose)

Both of these are on_actions
 
  • 1
Reactions:
You could try over-riding the 00_building.txt entry. Keep the key, over-ride the localisation, over-ride the icon. Theoretically the hard-code only cares about the building_ key.
 
Lie, mid-game?

I suspect the thing which makes a colony shelter drop is

capital = yes
level = 0
[/code]


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.
 
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
 
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

Well, is_planet_class would have to go in the allow field, but yeah.
 
Would this work?
Code:
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"
    }

}
 
Not quite, you've included it in the OR ={} so it'll allow it if it is an asteroid OR if it doesn't have any of the buildings listed - so basically, any planet would be allowed it. This would be what you're looking for:

Code:
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"
    }

}

You'd also need to add not = { is_planet_class = pc_asteroid_base } into the colony shelter, of course.
 
  • 1
Reactions:
Thank you.