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The scripted effects make the code far cleaner though, so I'm not sure if I want to remove them. :P
Haven't experienced any slow caused by scripted effects (and you must know what I did with them lol), but I'm gonna trust you on this one (during game or only during game load though?).
Gonna check that trigger, but it looks quite similar. However, if a country has more than one system, it could lead to a shorter distance than checking for the distance between the capitals. Unlikely scenario I know, but advanced starts do exist
on_mid_game_pulse in case the mod is installed in a multiplayer game on an existing save game? Or is there other benefits? Or do you mean "add a second endboss" (bit out of scope, but I could add a mod menu to configure it I guess)
Gonna add the fixes this weekend probably, they are not gamebreaking from my tests
One mistake I spotted 'on_game_start_country' should be 'on_game_start'.
I would suggest this additional event on 'on_mid_game_pulse'.
PS: I adapted this idea in AllThatIsGrimdark.
Small fixes to the modifier (pop assembly bonus didn't work) and added some fallback script in case no country in the game was eligible to become the endboss (if they were all pacifists for example).
Also optimized the script as suggested by FirePrince :)
If you read this Persepheus, I got a local update you might be interested in (performance, variable and log cleanup, pop assembly fix, update to work on an existing save). I'm "Erdnuss" on the Modding Den.