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Pancakelord

Lord of Pancakes
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Apr 7, 2018
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In 00_rules.txt there is an interesting block of code:
Code:
#Root = country
#This = planet
can_colonize_outside_borders = {
    always = no
}
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
  1. Must be some degree of Authoritarian, Xenophobic or Militarist & only permitted diplomatic stance is expansionist or belligerent.
  2. New Colonies:
    1. Are founded twice as fast
    2. The colony shelter comes with 2 free soldier jobs.
    3. 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.
  3. 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),
  4. 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:
    1. A free claim on that system your colony was in and
    2. 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.
Now, there's lots to unpack there:
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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I'm pretty sure it's a trigger that is run on planets when checking for colonization. Since it says This = planet, that means the scope it should be used in is planet scope.

At the least, it is most definitely not a modifier you can put into a civic.
 
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I'm pretty sure it's a trigger that is run on planets when checking for colonization. Since it says This = planet, that means the scope it should be used in is planet scope.

At the least, it is most definitely not a modifier you can put into a civic.
Ah balls, I was hoping the root country could let me go up a level and run the check under a country scope via a civic somehow. Looks like colonising in borders is probably hardcoded then.
 
So it turns out this is actually possible to do via game_rules edits.
Code:
#Root = country
#This = planet
can_colonize_outside_borders = {
    #always = no
    always = yes
    root = { always = yes }
}
All you have to do is root = and your arguments (here I just used always = yes as I was lazy, but can insert has_civic = X )

Proof is in the pudding:
Screenshot (4015).png
Screenshot (4016).png
Screenshot (4019).png
Screenshot (4020).png
Screenshot (4021).png
Screenshot (4022).png


Unfortunately the ugly 2.0 output system rears its head and slams down an outpost for you on month-end. But that event can be culled.

Edit: It even works in enemy territory. Though the colony immediately flips ownership, thanks to that same monthly clean-up event.
Screenshot (4023).png
Screenshot (4024).png


This might make for an interesting mechanic where if you have pissed off pops they'll be removed from a planet of yours, form their own (Temp)faction spawn a private colony ship, and fly off to some random world and colonise it, either joining the local empire, or declaring autonomy from everyone (letting either empire take sides).,

Next up, figuring out

  1. if i can bring back specific-planet war goals (so you can annex exclave worlds in systems whose star base you control)
  2. if I can build gateways in allied countries territory...
 
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