Sorry if this has been answered somewhere before, but searching from my phone is a little difficult.
Is it possible to make either a trait, tech, or a building species specific?
I've created a new trait and given it the below code, and have not seen it appear in other empires, but setting a trait as a preq for a technology or building does not seem to work.
Thanks in advance for any assistance.
Trait Code
Tech Code
Building Code
Is it possible to make either a trait, tech, or a building species specific?
I've created a new trait and given it the below code, and have not seen it appear in other empires, but setting a trait as a preq for a technology or building does not seem to work.
Thanks in advance for any assistance.
Trait Code
Code:
trait_innovative = {
cost = 2
modification = no
initial = no
modifier = {
tile_resource_engineering_research_mult = 0.2
### num_tech_alternatives_add = 2 ### Does not seem to work here
}
}
Tech Code
Code:
#Innovative
tech_innovative = {
area = physics
tier = 2
cost = @tier2cost2
category = { computing }
prerequisites = { "trait_innovative" }
weight = @tier2weight2
modifier = {
num_tech_alternatives_add = 2
}
weight_modifier = {
modifier = {
factor = 1.25
research_leader = {
area = physics
has_trait = "leader_trait_expertise_computing"
}
}
}
ai_weight = {
modifier = {
factor = 1.25
research_leader = {
area = physics
has_trait = "leader_trait_expertise_computing"
}
}
}
}
Building Code
Code:
building_innovation_center = {
base_buildtime = 720
empire_unique = yes
cost = {
minerals = 600
influence = 50
}
produced_resources = {
engineering_research = 5
physics_research = 5
society_research = 5
}
required_resources = {
energy = 10
}
country_modifier = {
all_technology_research_speed = 0.10
}
allow = {
custom_tooltip = {
text = "requires_building_capital_2"
planet = {
OR = {
has_building = "building_capital_2"
has_building = "building_capital_3"
}
}
}
}
prerequisites = {
"trait_innovative"
###"tech_global_research_initiative"
}
ai_special_building = yes
}