Stellaris

Stellaris

Overpowered Civics 3.3*
Secondary Species
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1589011935

here's the link btw for the Celestial Remnant that I created, now, basically, they removed game_start.11 and replace them with scripted_events which are located on common/scripted_events.

Keep in mind that the "cr" on the files are just added to keep them from conflicting from vanilla codes.

here's what inside on the edited scripted_events file:

#########################
generate_cr_start_pops = {
if = { limit = { owner = { has_valid_civic = civic_celestialremnant } }

last_created_species = {
set_citizenship_type = {
country = root.owner
type = citizenship_full
}
}
while = {
count = 10
create_pop = {
species = last_created_species
ethos = random
}
}
}
}
#########################

10 is the amount of secondary species, for the "last_created_species" it's basically the 2nd species you created on the empire selection menu once you added the civic on your empire.


Then, the "generate_cr_start_pops = yes" should be placed on an event file on event folder, like below:


#########################
namespace = cr

planet_event = {
id = cr.1
hide_window = yes
is_triggered_only = yes

immediate = {
generate_cr_start_pops = yes
}
}
#########################


then ofcourse, to trigger the event, on the Common/on_actions folder, you need a file with a similar code:

#########################
empire_init_capital_planet = {
events = {
cr.1
}
}
#########################

empire_init_create_capital_pops no longer exist and has been replaced by empire_init_capital_planet.

that's it, the civic "Celestial Remant" (for me) will now be loaded with my configured trait.

Feel free to check the codes inside on the link to see them on hand and to make it more clear! Goodluck!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1589011935
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Showing 1-1 of 1 comments
Edcrab  [developer] 13 Dec, 2018 @ 3:58pm 
Thanks! I've had a quick look and been able to spawn a secondary species but I can't seem to copy the way that Syncretic Evolution (and other secondary species civics in the base game) use scripted events to cap max population: that is, the 12 pops of secondary species end up being added to the 24ish default pops instead of it being 12 secondaries, 12 primaries

I'll look into it but thanks again, this saves me a lot of experimenting!
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