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has_valid_civic = civic_machine_assimilator
}
}
}
}
}
#Root = country
#This = species
species_has_citizenship = {
has_citizenship_type = { type = citizenship_full country = root }
}
#Root = country
#This = pop
should_abduct_pop = {
planet = {
exists = owner
owner = { is_hostile = root }
}
NAND = {
has_citizenship_type = { type = citizenship_purge country = root }
NOR = {
has_purge_type = { type = purge_matrix country = root }
has_purge_type = { type = purge_processing country = root }
has_purge_type = { type = purge_labor_camps country = root }
}
}
}
#Root = planet
#This = species
species_can_live_on_planet = {
NAND = {
root = { is_planet_class = pc_machine }
NOR = {
has_trait = trait_machine_unit
has_trait = trait_mechanical
AND = {
has_trait = trait_cybernetic
exists = root.owner
root.owner = {
has_authority = auth_machine_intelligence
has_civic = civic_machine_assimilator # Assimilator
empire
}
}
}
}
NAND = {
root = { is_planet_class = pc_hive }
NOT = { has_trait = trait_hive_mind }
}
}
#Root = country
#This = pop
can_vote_in_democratic_election = {
has_citizenship_rights = yes
is_sapient = yes
is_enslaved = no
is_being_purged = no
}
#Root = country
#This = pop
can_generate_leader_from_pop = {
has_citizenship_rights = yes
NOT = { has_trait = trait_syncretic_proles }
NOT = { has_trait = trait_nerve_stapled }
OR = {
is_robot_pop = no
root = { has_technology = tech_synthetic_leaders }
root = { has_authority = auth_machine_intelligence }
root = { is_mechanical_empire = yes }
}
}
#Root = country
#This = species
can_generate_leader_from_species = {
is_sapient = yes
OR = {
NAND = {
NOT = { root = { has_technology = "tech_synthetic_leaders" } }
has_trait = "trait_mechanical"
}
has_citizenship_type = { type = citizenship_full country = root }
}
}
#Root = country
#This = pop
can_generate_military_leader_from_pop = {
can_be_military_leader = yes
OR = {
is_robot_pop = no
root = { has_technology = tech_synthetic_leaders }
root = { has_authority = auth_machine_intelligence }
root = { is_mechanical_empire = yes }
}
}
#Root = species
#This = country
can_generate_army_from_planet = {
any_owned_pop = {
is_same_species = root
can_be_soldier = yes
}
}
#Root = planet
#This = country
can_release_vassal = {
custom_tooltip = {
fail_text = default
NOT = { has_valid_civic = civic_fanatic_purifiers }
}
custom_tooltip = {
fail_text = default
NOT = { has_valid_civic = civic_machine_terminator }
}
custom_tooltip = {
fail_text = default
NOT = { has_valid_civic = civic_machine_assimilator }
}
custom_tooltip = {
fail_text = default
NOT = { has_valid_civic = civic_hive_devouring_swarm }
}
}
#Root = species
#This = country
can_release_vassal_from_species = {
root = {
is_sapient = yes
NOR = {
has_trait = trait_machine_unit
has_trait = trait_hive_mind
has_trait = trait_mechanical
has_trait = trait_nerve_stapled
}
}
}
# Root = species
# This = country
can_generate_army_from_species = {
root = {
OR = {
has_military_service_type = { type = military_service_full
country = prev }
has_military_service_type = { type = military_service_limited
country = prev }
}
}
}
# Root = species
# This = country
can_modify_species = {
OR = {
NOT = { has_trait = trait_self_modified }
is_same_species = root
}
}
#Root = country
#This = planet
can_colonize_planet = {
always = yes
}
#Root = country
#This = planet
can_colonize_outside_borders = {
always = no
}
#Root = country
#This = planet
can_terraform_planet = {
NAND = {
root = { has_policy_flag = pre_sapients_protect }
any_owned_pop = { is_sapient = no }
}
custom_tooltip = {
fail_text = "requires_actor_not_devouring_swarm_lithoid"
root = { is_lithoid_devouring_swarm = no }
}
}
#Root = country
#This = pop
can_colonize_with_pop = {
has_colonization_control = {
value = no
country =root
}
OR = {
NOT = { has_trait = trait_self_modified }
is_same_species = root
}
if = {
limit = {
OR = {
has_culture_shock = yes
is_sapient = no
}
}
custom_tooltip = {
always = no
}
}
else = {
always = yes
}
}
#Root = country
#This = species
can_colonize_with_species = {
has_colonization_control = {
value = no
country =root
}
OR = {
NOT = { has_trait = trait_self_modified }
is_same_species = root
}
if = {
limit = {
is_sapient = no
}
custom_tooltip = {
always = no
}
}
else = {
always = yes
}
}
# Root = Pop
# From = Country
# This = Pop
# NOTE: species_has_happiness is also checked for this
pop_has_random_ethics = {
NOT = { has_citizenship_type = { type = citizenship_organic_trophy } }
}
# Root = Species
# From = Country
# This = Species
species_has_happiness = {
NOR = {
has_trait = trait_machine_unit
has_trait = trait_hive_mind
has_trait = trait_nerve_stapled
AND = {
has_trait = trait_mechanical
OR = {
NOT = { exists = from }
from = { has_authority = auth_machine_intelligence }
from = { NOT = { has_technology =
tech_synthetic_workers } }
from = { has_policy_flag = ai_outlawed }
}
}
AND = {
has_trait = trait_cybernetic
exists = from
from = {
has_authority = auth_machine_intelligence
has_civic = civic_machine_assimilator # Assimilator empire
}
}
}
}
#Root = country, us
#This = country, them
#This rule is a condition for determining if a country is hostile towards another.
not to be confused with can_take_hostile_action
can_be_hostile_towards = {
if = {
limit = { is_primitive = yes }
ROOT = {
NOT = { has_policy_flag = interference_passive }
}
}
else_if = {
limit = { ROOT = { is_primitive = yes } }
NOT = { has_policy_flag = interference_passive }
}
else_if = {
limit = { is_country_type = ratlings }
always = yes
}
}
#Root: planet
should_colony_be_destroyed_on_pc_change = {
is_planet_class = pc_infested
}
# THIS = Fleet
fleet_uses_templates = {
is_ship_class = shipclass_military
is_designable = yes
is_alliance_fleet = no
}
# this = starbase
can_starbase_repair_ships = {
has_starbase_size >= starbase_starport
}
# this = ship
# root = country that kills ship
can_spawn_debris = {
root = { is_country_type = default }
exists = owner
owner = { NOT = { has_ascension_perk = ap_enigmatic_engineering } }
}
# this = system
# root = country
# Determines if AI-controlled empires should restrict (and thus avoid) a system
# Used by regular empires, fallen empires & crises
ai_should_restrict_system = {
OR = {
AND = {
root = { is_country_type = fallen_empire }
exists = owner
owner = { is_country_type = awakened_marauders }
}
AND = {
root = { is_country_type = awakened_marauders }
exists = owner
owner = { is_country_type = fallen_empire }
}
AND = {
root = {
OR = {
is_country_type = fallen_empire
is_country_type = awakened_marauders
}
}
any_ship_in_system = {
exists = owner
owner = {
OR = {
is_country_type = guardian_dragon
is_country_type = guardian_stellarite
is_country_type = guardian_wraith
is_country_type = guardian_horror
is_country_type = guardian_fortress
is_country_type = guardian_dreadnought
}
}
}
}
}
}
# this = country
can_subjugate_empires = {
always = yes
}
# THIS = Fleet
can_jump_drive = {
always = yes # Moved cooldown to code
}
# this = country
can_spawn_occupation_armies = {
OR = {
is_country_type = default
is_country_type = fallen_empire
is_country_type = awakened_fallen_empire
}
}
# this = system
# root = country
system_blocks_sensors = {
OR = {
is_inside_nebula = yes
has_star_flag = lcluster
has_star_flag = sealed_system
}
}
# Sealed system
OR = {
NOT = { has_star_flag = sealed_system }
AND = {
root = { has_country_flag = entered_sealed_system }
has_star_flag = sealed_system
}
}
# L-Cluster
NOT = { has_star_flag = lcluster }
}
}
# This = pop
can_resettle_pop = {
IF = { #Done as an IF/ELSE so the tooltip isn't hideous and unreadable
limit = { is_shackled_robot = yes }
is_shackled_robot = yes
}
ELSE = {
owner = {
OR = {
has_policy_flag = resettlement_allowed
is_gestalt = yes
}
}
}
}
# This = Planet
can_resettle_planet = {
is_controlled_by = owner
has_ground_combat = no
has_orbital_bombardment = no
owner = {
OR = {
has_policy_flag = resettlement_allowed
is_gestalt = yes
any_owned_pop = {
is_shackled_robot = yes
}
}
}
custom_tooltip = {
text = "RESETTLE_PLANET_UNDER_COLONIZATION"
exists = this
is_under_colonization = no
}
}
# This = Planet
should_spawn_deposits = {
habitable_structure = no
}
# This = Planet
is_new_colony = {
has_building = building_colony_shelter
}
# This = pop
pop_generates_crime = {
is_sapient = yes
is_non_sapient_robot = no
is_being_assimilated = no
}
# This = planet
can_pops_grow_on_planet = {
NOR = {
has_modifier = planet_population_control
has_modifier = planet_population_control_gestalt
AND = { # conquered by crisis
exists = controller
controller = {
OR = {
is_country_type = ai_empire
is_country_type = swarm
}
}
}
}
}
# This = planet
can_pops_assemble_on_planet = {
NOR = {
has_modifier = planet_robot_assembly_control
has_modifier = planet_population_control_gestalt
AND = { # conquered by crisis
exists = controller
controller = {
OR = {
is_country_type = ai_empire
is_country_type = swarm
}
}
}
}
}
# This = planet
can_pops_decline_on_planet = {
always = yes
}
# This = planet
# Root = country
can_force_grow_on_planet = {
exists = owner
owner = { NOT = { has_policy_flag = population_controls_not_allowed } }
}
# This = planet
# Root = country
can_force_decline_on_planet = {
owner = { NOT = { has_policy_flag = population_controls_not_allowed } }
custom_tooltip = {
fail_text = FORCED_DECLINE_ALREADY_PURGING
NOT = {
any_owned_pop = {
has_citizenship_type = { type = citizenship_purge }
NOT = { has_purge_type = { country = from type =
purge_neutering } }
}
}
}
}
# This = species
# Root = country
can_force_decline_species = {
OR = {
has_citizenship_type = { country = root type = citizenship_slavery }
has_citizenship_type = { country = root type =
citizenship_robot_servitude }
}
}
# This = country
can_build_branch_offices = {
custom_tooltip = {
fail_text = BRANCH_OFFICE_NOT_MEGACORP
has_authority = auth_corporate
}
}
# This = country
can_support_branch_offices = {
is_country_type = default
is_regular_empire = yes
NOT = { has_authority = auth_corporate }
}
# This = planet
# Root = country
can_build_branch_office_on_planet = {
custom_tooltip = {
fail_text = requires_recipient_not_fanatic_purifiers
exists = owner
owner = {
OR = {
is_same_species = root
NOT = { has_civic = civic_fanatic_purifiers }
}
}
}
custom_tooltip = {
fail_text = BRANCH_OFFICE_NOT_COMMERCIAL_PACT
exists = owner
OR = {
root = { is_criminal_syndicate = yes }
owner = { has_commercial_pact = root }
owner = { is_in_federation_with = root }
# This = country
# Checked by is_criminal_syndicate trigger
is_criminal_syndicate_rule = {
has_authority = auth_corporate
has_valid_civic = civic_criminal_heritage
}
# This = planet
can_crossbreed_species_on_planet = {
exists = owner
owner = { has_ascension_perk = ap_xeno_compatibility }
count_species = {
limit = {
is_crossbreeding_possible = yes
}
count >= 2
}
}
# No scope
can_win_timed_victory = {
custom_tooltip = {
fail_text = VICTORY_CONDITION_CRISIS_IN_PROGRESS
NOT = {
any_country = {
is_crisis_faction = yes
NOT = { is_country_type = awakened_marauders }
}
}
}
custom_tooltip = {
fail_text = VICTORY_CONDITION_WAR_IN_HEAVEN_IN_PROGRESS
NOT = { has_global_flag = war_in_heaven_ongoing }
}
}
# This = country
can_use_galactic_market = {
is_country_type = default
NOR = {
has_civic = civic_fanatic_purifiers
has_civic = civic_hive_devouring_swarm
has_civic = civic_machine_terminator
}
}
# ROOT = country
# THIS = pop
can_be_sold_on_slave_market = {
OR = {
is_enslaved = yes
is_non_sapient_robot = yes
is_shackled_robot = yes
}
OR ={
ROOT = { is_ai = no }
has_citizenship_rights = no
AND = {
is_unemployed = yes
planet = {
count_pops = {
count > 3
limit = { is_unemployed = yes }
}
}
}
}
}