• 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.

Arandir Tur-Ani

Private
8 Badges
Jan 16, 2013
12
5
www.mundusbellicus.fr
  • Crusader Kings II
  • Europa Universalis IV
  • Pillars of Eternity
  • Warlock: Master of the Arcane
  • 500k Club
  • Mount & Blade: Warband
  • Stellaris
  • Hearts of Iron IV Sign-up
I intend to use it for later, but as I know it was quite requested, I would like to show you it is possible to mimic export from one planet to the other. I used buildings, but I think it would have had more use from a spaceport module. Feel completely free to use it to create a mod :

Here it is :

New buildings :

Code:
food_export = {
   base_buildtime = @b1time
   icon = "building_betharian_power_plant_1"
   ## requires_pop = no

   cost = {
     minerals = @b1cost
   }

   produced_resources = {
     tns_export_food = 1
     food = -5
   }

   allow = {
     custom_tooltip = {
       text = "requires_shelter"
       planet = {
         OR = {
           has_building = "building_colony_shelter"
           has_building = "building_capital_1"
           has_building = "building_capital_2"
           has_building = "building_capital_3"
         }
       }
     }
   }
}


food_import = {
   base_buildtime = @b1time
   ## requires_pop = no
   icon = "building_betharian_power_plant_1"

   cost = {
     minerals = @b1cost
   }

   produced_resources = {
     food = 5
   }

   required_resources = {
     tns_export_food = 1
   }

   allow = {
     custom_tooltip = {
       text = "requires_shelter"
       planet = {
         OR = {
           has_building = "building_colony_shelter"
           has_building = "building_capital_1"
           has_building = "building_capital_2"
           has_building = "building_capital_3"
         }
       }
     }
   }
}

The new strategic ressource :
Code:
tns_export_food = {
   AI_category = strategic_resource
   tradable = yes
   is_rare = yes
   sector_ignore_cost = yes
}

Remarks :
You may create infinite food this way by having a starving planet. I would like to have a way to have the building not working if you produce less than 5 foods.
The following code does not work for the export building :( :
Code:
required_resources = {
     food = 5
   }
I just use the 5 value because it was a test. You may create more scope, or had upgrade to give more impact to it.
Not sure how the AI will handle it