In 00_rules.txt there is an interesting block of code:
When setting this to always = yes, it doesn't seem to do anything on it's own, and I assume it needs to be attached to a empire somehow for the game to check it.
So this led me to this idea for a civic:
Aggressive colonisers
I've also made a civic list for this mod - 69_AggColMod_Civics.txt with my (very WIP) civic.
But I'm stuck on how I could actually apply this to a civic, would I just insert it in the modifier block below?
Code:
#Root = country
#This = planet
can_colonize_outside_borders = {
always = no
}
So this led me to this idea for a civic:
Aggressive colonisers
- Must be some degree of Authoritarian, Xenophobic or Militarist & only permitted diplomatic stance is expansionist or belligerent.
- New Colonies:
- Are founded twice as fast
- The colony shelter comes with 2 free soldier jobs.
- Your colony ship is replaced with a "Reinforced colony ship" with 3x the HP and AP of a regular colony ship [for the same cost] & moves 50% faster.
- You can colonise outside your borders.
- Star systems in neutral/unclaimed space that contain your colonies will cost 0 influence to build an outpost station in.
- Colonising worlds in other empire's space will make them like you less (duh),
- When a colony in someone else's space flips to their control [there is a housekeeping event that triggers this each monthly pulse], you gain:
- A free claim on that system your colony was in and
- A special CB on them ("Liberate Colony") - valid for 10 years.
- Winning a "Liberate Colony" war will rip that system [and any others you had flipped to them] out from the enemy empire's control, and release them as a one-system vassal(s) of yours, led by a member of your primary species.
- White peaceing forfeits your right to liberate the colony again, but you retain your one free claim.
- Losing the war forfeits your right to liberate the colony again & erases your claims on those systems.
Point #1 is easy enough: add a flag to the civic only permitting X, Y diplo stances and ethos (and a rule to make it exclusive with any other relevant civics that would clash with this),
Point #2 - somehow add a derivative colony building "Reinforced Colony Shelter" which gives the bonus soldier jobs and then clone/edit the colony ship class (and look into the private prospectors civic to see how that replaces the default colony ship with a different one)
Point #4 I can figure out later as its related to adding new CBs, will probably involve adding special flags at the start of war to the planets that need to be spun-off via an event.
For now I'm trying to work out Point #3 I've prepared a 01_rules.txt file that has just got:
Code:
#Root = country
#This = planet
can_colonize_outside_borders = {
has_civic = civic_aggressive_coloniser
}
I've also made a civic list for this mod - 69_AggColMod_Civics.txt with my (very WIP) civic.
But I'm stuck on how I could actually apply this to a civic, would I just insert it in the modifier block below?
Code:
civic_aggressive_coloniser = {
potential = {
ethics = { NOT = { value = ethic_gestalt_consciousness } } #No Gestalts
authority = { NOT = { value = auth_corporate } } #No Corpos
}
possible = {
ethics = {
OR = {
value = ethic_militarist
value = ethic_authoritarian
value = ethic_xenophobe
}
civics = {
NOR = {
value = civic_fanatic_purifiers #No FPs
value = civic_inwards_perfection #No Isolationists
}
}
}
modification = no #No changing away from this civic later.
random_weight = { base = 5 }
description = "civic_tooltip_aggressive_coloniser_effects" #TODO
modifier = {
can_colonize_outside_borders = yes #*** RULE GOES HERE? ***
planet_colony_development_speed_mult = 2 #COLONY GROW FAST
}
}
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