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eragon king

Second Lieutenant
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Oct 24, 2008
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has anyone managed to make two species
that share common ancestry?

what im trying to simulate is more of the Romulan / Vulcan Situation where both technically originated from Vulcan type deal.

explained better in the text document.. but essentially both are from the same world but some of the people might have migrated and landed else where... but they are still the same species.
 

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  • test_prescripted_countries.txt
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If there's a Babylon 5 mod out there, you might be in luck.
The Earth-Minbari war was ended due to a shared ancestry between Humans and Minbari.
 
Sorry for the belated answer. I had to look into it a bit. But no I think this cuts into far too many systems in how we handle and differentiate species both in UI and game code and might just obfuscate things with different behaviors.
For some modding mechanics though it should probably be possible to get it working by creating a custom scripted_trigger that you can use instead of the normal is_same_species trigger where you check the species for different pre-defined tags. And that should help most of the scripted content at least.
 
So @Divine can you put me in the right direction of the is_same_species?

I haven't had any luck..
Or could we get a trigger
Convert_all pops (would convert to a specific species) and I could make a day one event to change the species of a specific empire?
 
Maybe something like this could work? <empire> is a place where you know that you execute an effect in the scope of the specific empire. <tag> should be replaced with the tag of the species whom you want to change the pops towards.
Code:
<empire> = {
    every_pop = {
        limit = {
            owner = {
                is_same_value = PREVPREV
            }
        }
        change_pop_species = <tag>
    }
}
 
Hang on, don't you already do this with the CoM / UNE situation? I'm certain that the pops of both empires show up as human in the species list. And CoM doesn't get a xenophobe penalty to relations.
 
Correct me if I'm wrong but the CoM / UNE situation just describes their common ancestry in the background text while CoM has it's home planet set to Unity and UNE has it's home planet set to Earth. So I don't think they are counted as the same species.
 
Correct me if I'm wrong but the CoM / UNE situation just describes their common ancestry in the background text while CoM has it's home planet set to Unity and UNE has it's home planet set to Earth. So I don't think they are counted as the same species.
No, I just checked, the CoM / UNE have the same species, I'm almost certain. Although I am less certain as to why. They seem to have no particular relation to each other in the files other than being named and made identically. Perhaps the game just folds identical species into each other. In which case it is not very useful for the OP.
 
No, I just checked, the CoM / UNE have the same species, I'm almost certain. Although I am less certain as to why. They seem to have no particular relation to each other in the files other than being named and made identically. Perhaps the game just folds identical species into each other. In which case it is not very useful for the OP.

There is an event scripted where if you play as CoM and dont have any UNE set to spawn in your game (incase you editied the prescripted one to always spawn)

Then this script will cause a new empire to spawn at game start which uses a it's own sol system initializer which is scripted to use whatever species you created and changed traits for CoM.
This ensures that CoM and UNE has the exact same species. But if run with the pre-scripted UNE in the game, then their species will be treated as separate.

You can find the script that triggers this in the game_start.txt under \events

Hmmm, this just gave me an idea for a mod, where if you do start with a game whith CoM and use the prescripted UNE. that the script can then run and replace all the UNE species and replace them with whatever you created for CoM so you end up with the same species.
 
That explains some things. The weird part would then be that if you start a CoM game with UNE spawning from the system initializer then both of them would probably have Unity as their home planet (UNE would still have Earth as their Capital). But I guess it's something that somewhat works.
 
thanks for the help @Divine.

but i think i might be doing this wrong.. somehow...still because it wont work... and i did look into what the one guy said about the start event. i changed it as well and it wouldn't work for me.

Code:
#my attempt at using the code you gave
namespace = etech

country_event = {
    id = etech.10
    hide_window = yes
   
    is_triggered_only = yes
   
    immediate = {
        every_country = {
            limit = {
                has_country_flag = test_flag
            }
            save_event_target_as = test_empire
        }
       
        ROOT = {   
            every_pop = {
                limit = {
                    owner = {
                        has_country_flag = test2_flag
                        is_same_value = PREVPREV
                    }
                }
                change_pop_species = eragon_empire
            }
        }
       
        random_country = {
            limit = { has_country_flag = test_flag }
            event_target:test_flag = { establish_communications = ROOT }
        }
    }
}


Code:
#my attempt at editing gamestart event


namespace = etech

event = {
    id = etech.1
    hide_window = yes
    is_triggered_only = yes
   
    immediate = {
        every_country = {
            limit = { is_ai = no }
            country_event = { id = country.900 days = 360 random = 60 }
        }
       
        ### SPAWN UNIQUE SYSTEMS
        # If any Empire is Commonwealth and UN is unplayed
        if = {
            limit = {
                any_country = { has_country_flag = test_flag }
                NOT = { any_country = { has_country_flag = test1_flag } }
            }
            random_system = {
                spawn_system = { initializer = "test1" }
            }
            else = {
                # If there are no Sols
                if = {
                    limit = {
                        NOT = {
                            any_system = {
                                has_star_flag = sol  #wasnt sure where to find this , so i left as is
                            }
                        }
                    }
                    random_list = {
                        60 = { }
                        30 = {
                            random_system = {
                                spawn_system = { initializer = "test1" }
                            }
                        }
                        10 = {
                            random_system = {
                                spawn_system = { initializer = "test1" }
                            }
                        }
                    }
                }
            }
        }
    }
}

all attempts failed for me
 
That explains some things. The weird part would then be that if you start a CoM game with UNE spawning from the system initializer then both of them would probably have Unity as their home planet (UNE would still have Earth as their Capital). But I guess it's something that somewhat works.
I just tested it, they are indeed the same race, but unfortunately the homeworld of both is then Unity, which makes no sense. Can the event reverse that part and make them share Earth as homeworld?
 
Right now I don't think that would be possible. Should be fairly simple to add an effect that could help with that however.
Even if I was willing to give up Unity as homeworld? I don't mind the extra challenge.

Otherwise Unity could be made a Gaia world, the main part is getting humans back to having evolved on Earth.
 
Yes, I've made an effect called set_species_homeworld that has the additional effect of making CoM lose their 100% homeworld habitability of Unity if you decide to set their homeworld to Earth instead. It will however take some time before this effect reaches live with a patch.
 
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Thank you @Divine and others for your help. I did get this working finally and I wanted to say thanks for your time