yep that the reason why
"Unexpected token: fallen_empire_default <-- it not a valid syntax for static galaxy creation

"Unexpected token: fallen_empire_default <-- it not a valid syntax for static galaxy creation
system = {
id = "46"
position = {
x = 485.5785
y = 486.9763
}
initializer = sol_reapersinit # Fallen
}
planet = {
name = "Jarta"
orbit_distance = 20
class = pc_gaia
orbit_angle = { min = 90 max = 270 }
size = 25
tile_blockers = none
modifiers = none
init_effect = {
save_event_target_as = reaperspawn
create_species = {
name = Reaper
name_list = "reapers"
plural = Reapers
class = "FAL"
portrait = "reaper"
homeworld = THIS
traits = {
trait = "trait_very_strong"
trait = "trait_invasive_species"
trait = "trait_hivemind"
trait = "trait_slave_traders"
trait = "trait_combative"
}
}
create_country = {
name = "Reaper Harvest Dominion"
type = fallen_empire
ignore_initial_colony_error = yes
government = stagnated_ascendancy
species = last_created
ethos = {
ethic = "ethic_fanatic_collectivist"
ethic = "ethic_fanatic_xenophobe"
}
flag = {
icon={
category="masseffect"
file="flag_human_29.dds"
}
background={
category="backgrounds"
file="00_solid.dds"
}
colors={
"customcolor2042"
"black"
"null"
"null"
}
}
effect = {
set_country_flag = fallen_empire_4
set_graphical_culture = "fallen_empire_02"
}
}
}
init_effect = {
root = {
# assigns ethos to Fallen Empire during system initialization,
# to allow ethics-triggered systems to spawn
}
prevent_anomaly = yes
set_owner = last_created_country
set_capital = yes
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
create_pop = {
species = owner_main_species
ethos = owner
}
random_tile = {
limit = { has_building = no has_blocker = no num_adjacent_tiles > 3 }
set_building = "building_capital_3"
add_resource = {
resource = minerals
amount = 1
replace = yes
}
add_resource = {
resource = food
amount = 1
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_agri_processing_complex"
add_resource = {
resource = food
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_agri_processing_complex"
add_resource = {
resource = food
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_dark_matter_power_plant"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_dark_matter_power_plant"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_dark_matter_power_plant"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_dark_matter_power_plant"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_dark_matter_power_plant"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_dark_matter_power_plant"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_dark_matter_power_plant"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_dark_matter_power_plant"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_dark_matter_power_plant"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_dark_matter_power_plant"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_dark_matter_power_plant"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_dark_matter_power_plant"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_dark_matter_power_plant"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_dark_matter_power_plant"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_dark_matter_power_plant"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_dark_matter_power_plant"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_dark_matter_power_plant"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_dark_matter_power_plant"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_ancient_factory"
add_resource = {
resource = minerals
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_ancient_factory"
add_resource = {
resource = minerals
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_ancient_factory"
add_resource = {
resource = minerals
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_building = no has_blocker = no }
set_building = "building_ancient_factory"
add_resource = {
resource = minerals
amount = 1
replace = yes
}
}
create_army = {
name = random
owner = last_created_country
species = ROOT
type = "gene_warrior_army"
}
create_army = {
name = random
owner = last_created_country
species = ROOT
type = "gene_warrior_army"
}
create_army = {
name = random
owner = last_created_country
species = ROOT
type = "gene_warrior_army"
}
create_army = {
name = random
owner = last_created_country
species = ROOT
type = "gene_warrior_army"
}
create_army = {
name = random
owner = last_created_country
species = ROOT
type = "gene_warrior_army"
}
create_army = {
name = random
owner = last_created_country
species = ROOT
type = "gene_warrior_army"
}
create_army = {
name = random
owner = last_created_country
species = ROOT
type = "defense_army"
}
create_army = {
name = random
owner = last_created_country
species = ROOT
type = "defense_army"
}
create_army = {
name = random
owner = last_created_country
species = ROOT
type = "defense_army"
}
create_army = {
name = random
owner = last_created_country
species = ROOT
type = "defense_army"
}
create_army = {
name = random
owner = last_created_country
species = ROOT
type = "defense_army"
}
create_army = {
name = random
owner = last_created_country
species = ROOT
type = "defense_army"
}
create_spaceport = {
owner = last_created_country
initial_module = "fallen_empire_weapon"
}
spaceport = {
set_spaceport_level = 6
set_spaceport_module = {
slot = 1
module = "crew_quarters"
}
set_spaceport_module = {
slot = 2
module = "fleet_academy"
}
set_spaceport_module = {
slot = 3
module = "synchronized_defenses"
}
set_spaceport_module = {
slot = 4
module = "solar_panel_network"
}
}
create_fleet = {
effect = {
set_owner = last_created_country
create_ship = {
name = random
design = "Omega"
graphical_culture = root
}
set_location = {
target = PREV
distance = 20
angle = 90
}
}
}
create_fleet = {
effect = {
set_owner = last_created_country
create_ship = {
name = random
design = "Omega"
graphical_culture = root
}
set_location = {
target = last_created_country
distance = 20
angle = 180
}
}
}
create_fleet = {
effect = {
set_owner = last_created_country
create_ship = {
name = random
design = "Omega"
graphical_culture = root
}
set_location = {
target = PREV
distance = 20
angle = 270
}
}
}
create_fleet = {
effect = {
set_owner = last_created_country
create_ship = {
name = random
design = "Omega"
graphical_culture = root
}
set_location = {
target = PREV
distance = 20
angle = 0
}
}
}
create_fleet = {
effect = {
set_owner = last_created_country
create_ship = {
name = random
design = "Servitor"
graphical_culture = root
}
set_location = {
target = PREV
distance = 80
}
}
}
create_fleet = {
effect = {
set_owner = last_created_country
create_ship = {
name = random
design = "Servitor"
graphical_culture = root
}
set_location = {
target = PREV
distance = 90
}
}
}
create_fleet = {
effect = {
set_owner = last_created_country
create_ship = {
name = random
design = "Servitor"
graphical_culture = root
}
set_location = {
target = PREV
distance = 100
}
}
}
create_fleet = {
effect = {
set_owner = last_created_country
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
set_location = {
target = PREV
distance = 70
angle = random
}
}
}
create_fleet = {
effect = {
set_owner = last_created_country
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
set_location = {
target = PREV
distance = 90
angle = random
}
}
}
random = {
chance = 33
create_fleet = {
effect = {
set_owner = last_created_country
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
set_location = {
target = PREV
distance = 65
angle = random
}
}
}
}
random = {
chance = 33
create_fleet = {
effect = {
set_owner = last_created_country
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Avatar"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
create_ship = {
name = random
design = "Eclipse"
graphical_culture = root
}
set_location = {
target = PREV
distance = 45
angle = random
}
}
}
}
}
change_orbit = @base_moon_distance
moon = {
name = "The Mistake"
class = "pc_barren"
entity = "barren_planet_01_destroyed_entity"
orbit_angle = { min = 90 max = 270 }
orbit_distance = 5
modifiers = none
init_effect = { prevent_anomaly = yes }
}
}
planet = {
count = { min = 2 max = 3 }
orbit_distance = 20
class = random_non_colonizable
orbit_angle = { min = 90 max = 270 }
change_orbit = @base_moon_distance
moon = {
count = { min = 0 max = 1 }
class = random_non_colonizable
orbit_angle = { min = 90 max = 270 }
orbit_distance = 5
}
}
planet = {
name = "Nearrum"
count = 1
orbit_distance = 20
class = random_non_colonizable
orbit_angle = { min = 90 max = 270 }
change_orbit = @base_moon_distance
modifier = "pm_ultra_rich"
}
planet = {
count = { min = 1 max = 2 }
orbit_distance = 20
class = pc_gas_giant
orbit_angle = { min = 90 max = 270 }
change_orbit = @base_moon_distance
moon = {
count = { min = 0 max = 2 }
class = random_non_colonizable
orbit_angle = { min = 90 max = 270 }
orbit_distance = 5
}
}
planet = {
name = "Gremar"
count = 1
orbit_distance = 30
class = "pc_tundra"
orbit_angle = { min = 90 max = 270 }
change_orbit = @base_moon_distance
modifier = "pm_carbon_world"
}
planet = {
name = "Raysha"
count = 1
orbit_distance = 40
class = pc_gas_giant
orbit_angle = { min = 90 max = 270 }
change_orbit = @base_moon_distance
moon = {
name = "Klensal"
count = 1
class = "pc_tundra"
size = 6
orbit_angle = { min = 90 max = 270 }
orbit_distance = 5
modifier = "pm_mineral_rich"
}
}
init_effect = {
random_system_planet = {
limit = { has_deposit_for = shipclass_mining_station }
create_mining_station = {
owner = last_created_country
}
create_fleet = {
effect = {
set_owner = last_created_country
create_ship = {
name = random
design = "Sigma"
graphical_culture = root
}
set_location = {
target = PREV
distance = 20
angle = 90
}
}
}
}
random_system_planet = {
limit = {
has_deposit_for = shipclass_mining_station
has_mining_station = no
}
create_mining_station = {
owner = last_created_country
}
}
random_system_planet = {
limit = { has_deposit_for = shipclass_research_station }
create_research_station = {
owner = last_created_country
}
create_fleet = {
effect = {
set_owner = last_created_country
create_ship = {
name = random
design = "Sigma"
graphical_culture = root
}
set_location = {
target = PREV
distance = 20
angle = 90
}
}
}
}
random_system_planet = {
limit = {
has_deposit_for = shipclass_research_station
has_research_station = no
}
create_research_station = {
owner = last_created_country
}
}
}
neighbor_system = {
distance = { min = 0 max = 50 }
initializer = "fallen_orbitals_1"
}
neighbor_system = {
distance = { min = 0 max = 50 }
initializer = "fallen_shielded_1"
}
neighbor_system = {
distance = { min = 0 max = 50 }
initializer = "fallen_orbitals_2"
}
neighbor_system = {
distance = { min = 0 max = 50 }
initializer = "fallen_orbitals_2"
}
neighbor_system = {
distance = { min = 0 max = 50 }
initializer = "fallen_shielded_2"
}
neighbor_system = {
distance = { min = 30 max = 100 }
initializer = "fallen_holy_01"
}