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安吉拉齐格勒

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Hello, everyone. I create a mod and add some new DIY technologies to it. But I don't want these technologies in the Fallen Empire, how should I fix it?
I know in common\defines\00_defines.txt, I can set

FALLEN_EMPIRE_REPEATABLE_TECHS = *

to repeatable technologies.

However, how to completely ban these technologies (repeatable and non-repeatable) for the fallen empire?

Thanks!
 
Fallen Empires start with all standard, rare and dangerous technology options already researched, including all technologies limited by ethics, as well as with ten levels in most repeatable technology and five levels in the rest. < ... > They do not, however, have any of the special technologies that are only available through reverse engineering, from Leviathans or from special events. Also they are usually explicitly exempt for any and all of the Crisis Faction Spawn checks.
(c) Stellaris wiki.

As far as I know, you can't have Fallen Empires NOT having a non-repeatable tech. Same goes for a few other empire types (as I've unfortunately found out (say hello to pirate-summoned Unbidden bug in Extra Ship Components)).

If your tech unlocks building/ship component/decision/edict - your best bet would be to explicitly forbid access to that for Fallen/Awakened empires. potential block is a useful thing.
If your tech gives empire modifier... you can try giving them a counter-modifier via event fired on game start (FE have all tech at the game start, so adding negative modifier on day out would balance out positive one they get from having tech).

----------------------

EDIT: actually reading that last part from the quote... you can probably have your tech with weight of 0 (so that it doesn't appear as an option normally) and make it a research option via an event under some condition. Though you'll need to test it if this method works. And if your tech gives something that can be conditionally disabled for an empire, I'd explicitly forbid FE access to it regardless.
 
(c) Stellaris wiki.

As far as I know, you can't have Fallen Empires NOT having a non-repeatable tech. Same goes for a few other empire types (as I've unfortunately found out (say hello to pirate-summoned Unbidden bug in Extra Ship Components)).

If your tech unlocks building/ship component/decision/edict - your best bet would be to explicitly forbid access to that for Fallen/Awakened empires. potential block is a useful thing.
If your tech gives empire modifier... you can try giving them a counter-modifier via event fired on game start (FE have all tech at the game start, so adding negative modifier on day out would balance out positive one they get from having tech).

----------------------

EDIT: actually reading that last part from the quote... you can probably have your tech with weight of 0 (so that it doesn't appear as an option normally) and make it a research option via an event under some condition. Though you'll need to test it if this method works. And if your tech gives something that can be conditionally disabled for an empire, I'd explicitly forbid FE access to it regardless.
Thank you!
For example:

zr_qyship_tech = {
cost = @tier4cost1
area = engineering
tier = 4
category = { voidcraft }
weight = @tier4weight1
icon = tech_qy

prerequisites = { "tech_cruisers" }

modifier = {
starbase_shipyard_build_speed_mult = 0.25
shipsize_corvette_build_speed_mult = 0.5
shipsize_destroyer_build_speed_mult = 0.5
shipsize_cruiser_build_speed_mult = 0.5
ship_speed_mult = 0.05
ship_interstellar_speed_mult = 0.05
}

weight_modifier = {
modifier = {
factor = 2
years_passed > 50
}
}

ai_weight = {
factor = 0
}
}


"ai_weight = 0" can only avoid ordinary AI empires to research it. But the fallen empire will still start with this tech.

I checked the technologies including Leviathans DLC (eg. dragon scale armor) and the colossus tech, in their text:

"weight = 0" and they can only be researched via some events (and FE will not get them).

Can I achieve what I want by adding
'
potential = {
******
}
'

such conditions?

------------
EDIT: That can't be done. 'potential' will cause the game crash.
 
Last edited:
I was referring to - if your case unlocks tangible stuff (e.g. buildings) - adding it to the things your tech unlocks.

Seeing how your tech gives empire modifiers, you should probably go with making its weight = 0 and then running an event (at the game start or whenever) that adds it as a (permanent) research option to the subset of countries of your choice (e.g. all playable countries)
 
Last edited:
Technologies indeed don't have potential block in their definition. I was referring to - if your case unlocks tangible stuff (e.g. buildings) - adding it to the things your tech unlocks.

Seeing how your tech gives empire modifiers, you should probably go with making its weight = 0 and then running an event (at the game start or whenever) that adds it as a (permanent) research option to the subset of countries of your choice (e.g. all playable countries)
Thanks! But I tried it again, the 'potential' statement works! And everything is fine in the game.
potential = {
is_ai = no }

will forbid FE getting it.

The defect of this is that I can't add technology to FE even from the command line.
 
Code:
effect random_country = { limit = { is_fallen_empire_<type*> = yes } give_technology = { tech = <your tech> message = no } }
* can be is_fallen_empire_spiritualist, is_fallen_empire_materialist, is_fallen_empire_xenophile, is_fallen_empire_xenophobe or is_fallen_empire_machine


And events doesn't add tech either? Though, if you explicitly blocked them from getting tech via potential, then yeah... even events/console might not be able to give them the tech. But wasn't it what you wanted?

And in case you wanted something that is available only to some FE, you can refine potential block with something like
Code:
OR = {
        is_ai = no
        is_fallen_empire_xenophile = yes
}