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Merge remote-tracking branch 'refs/remotes/origin/dev' into russian-loc
2 parents efc2595 + dbfedc3 commit 5bba876

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common/anomalies/mem_extinct_abductors_anomaly.txt

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@@ -14,8 +14,9 @@ anomaly = {
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}
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owner = {
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is_ai = no
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NOT = {
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NOR = {
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has_authority = auth_hive_mind
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has_authority = auth_machine_intelligence
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}
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}
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}
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# Left for Dead Anomaly
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# Writing and Idea by Renegade404, Malthus, and Tzerrell
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# Coding by Rahorus with a lot of help from ViolentBeetle
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anomaly = {
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event = mem_left_for_dead.1
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category = mem_left_for_dead_category
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weight = 1
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potential = {
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always = yes
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}
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}
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# Left for Dead Anomaly
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# Writing and Idea by Renegade404, Malthus, and Tzerrell
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# Coding by Rahorus with a lot of help from ViolentBeetle
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anomaly_category = {
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key = mem_left_for_dead_category
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desc = mem_left_for_dead_category_desc
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picture = GFX_evt_outpost
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level = 3
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spawn_chance = {
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modifier = {
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OR = {
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is_planet_class = pc_continental
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is_planet_class = pc_tropical
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is_planet_class = pc_desert
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is_planet_class = pc_ocean
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is_planet_class = pc_arid
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is_planet_class = pc_alpine
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is_planet_class = pc_arctic
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is_planet_class = pc_tundra
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is_planet_class = pc_savannah
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}
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add = 3
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}
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modifier = { #useless for machines
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factor = 0
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from.owner = {
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OR = {
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is_synthetic_empire = yes
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is_mechanical_empire = yes
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}
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}
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}
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modifier = { #not so great for cyborgs
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factor = 0.5
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from.owner = {
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is_cyborg_empire = yes
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}
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}
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}
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on_success = {
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}
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on_fail = {
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ship_event = {
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id = mem_left_for_dead.100
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}
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}
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}
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# Idea by Tzerrell
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# Writing and Code by Rahorus
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# Anomaly
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anomaly = {
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event = mem_nanobot_room.1
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category = mem_nanobot_room_category
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weight = 1
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potential = {
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always = yes
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}
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}
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# Idea by Tzerrell
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# Writing and Code by Rahorus
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# Anomaly Category
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anomaly_category = {
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key = mem_nanobot_room_category
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desc = mem_nanobot_room_category_desc
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picture = GFX_evt_ship_in_orbit
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level = 2
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spawn_chance = {
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modifier = {
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OR = {
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is_asteroid = yes
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is_planet_class = pc_barren
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is_planet_class = pc_barren_cold
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is_planet_class = pc_frozen
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}
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add = 3
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}
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}
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on_success = {
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}
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on_fail = {
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ship_event = {
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id = mem_nanobot_room.10
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}
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}
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on_critical_fail = {
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ship_event = {
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id = mem_nanobot_room.20
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}
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}
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}
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# Pioneer Anomaly
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# Idea and Writing by ViolentBeetle
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# Coding by Rahorus
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anomaly = {
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event = mem_pioneer.1
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category = mem_pioneer_category
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weight = 1
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potential = {
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always = yes
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}
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}
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anomaly = {
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event = mem_pioneer.2
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category = mem_pioneer_category
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weight = 1
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potential = {
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always = yes
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}
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}
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anomaly = {
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event = mem_pioneer.3
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category = mem_pioneer_category
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weight = 1
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potential = {
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always = yes
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}
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}
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anomaly = {
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event = mem_pioneer.4
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category = mem_pioneer_category
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weight = 1
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potential = {
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always = yes
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}
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}
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anomaly = {
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event = mem_pioneer.5
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category = mem_pioneer_category
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weight = 1
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potential = {
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always = yes
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}
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}
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# Pioneer Anomaly
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# Idea and Writing by ViolentBeetle
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# Coding by Rahorus
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anomaly_category = {
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key = mem_pioneer_category
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desc = mem_pioneer_category_desc
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picture = GFX_evt_star_yellow
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level = 3
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spawn_chance = {
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modifier = {
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is_star = yes
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add = 2
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}
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}
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on_spawn = {
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}
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on_fail = {
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ship_event = {
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id = mem_pioneer.99
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}
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}
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}
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########################
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# Extrasolar Intelligence Research Institute
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# by ViolentBeetle
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########################
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# Matrix Complex
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mem_lunar_age_monument = {
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is_listed = no
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icon = "building_religious_monument"
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cost = {
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}
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required_resources = {
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}
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produced_resources = {
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unity = 5
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}
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upgrades = {
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}
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ai_replace = no
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event_building = yes
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}
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#Lunar age ship
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ship_design = {
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name = "NAME_mem_war_shuttle"
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ship_size = corvette
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section = {
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template = "CORVETTE_MID_M1S1"
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slot = "mid"
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component = {
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slot = "SMALL_GUN_01"
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template = "SMALL_RED_LASER"
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}
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component = {
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slot = "MEDIUM_UTILITY_1"
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template = "MEDIUM_FISSION_REACTOR"
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}
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}
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#required_component="WARP_DRIVE_1"
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required_component="SHIP_THRUSTER_1"
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required_component="SHIP_SENSOR_1"
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}
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#civic_example = {
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# playable = {} # AND trigger, no scope; use this to prevent the civic from being selectable by the player (UI)
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# potential = {} # requirements list, see ../readme_requirements.txt
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# possible = {} # requirements list, see ../readme_requirements.txt
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# pickable_at_start = yes / no # default: yes
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# modification = yes / no # default: yes, set to no to prevent adding or removing this after creation of the empire
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#
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# random_weight = { base = 1 } # scriptable weight for randomizing a civic; required, else the civic will not get assigned randomly
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#
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# modifier = {} # modifier added to the country if the civic is selected and valid
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# can_build_ruler_military_station = yes / no # default: no
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# can_build_ruler_ship = yes / no # default: no
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#}
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civic_mem_colonial_greed = {
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modification = no
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icon = "gfx/interface/icons/governments/civics/civic_agrarian_idyll.dds"
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potential = {
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country_type = { value = primitive }
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ethics = { NOT = { value = ethic_gestalt_consciousness } }
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}
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modifier = { }
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}
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civic_mem_colonial_administration = {
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modification = no
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icon = "gfx/interface/icons/governments/civics/civic_agrarian_idyll.dds"
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potential = {
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country_type = { value = primitive }
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ethics = { NOT = { value = ethic_gestalt_consciousness } }
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}
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modifier = { }
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}
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civic_mem_land_of_opportunity = {
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modification = no
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icon = "gfx/interface/icons/governments/civics/civic_agrarian_idyll.dds"
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potential = {
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country_type = { value = primitive }
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ethics = { NOT = { value = ethic_gestalt_consciousness } }
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}
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modifier = { }
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}
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civic_mem_declaration_of_independence = {
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modification = no
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icon = "gfx/interface/icons/governments/civics/civic_agrarian_idyll.dds"
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potential = {
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country_type = { value = primitive }
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ethics = { NOT = { value = ethic_gestalt_consciousness } }
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}
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modifier = { }
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}
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civic_mem_rebellion_quelled = {
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modification = no
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icon = "gfx/interface/icons/governments/civics/civic_agrarian_idyll.dds"
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potential = {
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country_type = { value = primitive }
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ethics = { NOT = { value = ethic_gestalt_consciousness } }
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}
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modifier = { }
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}
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civic_mem_never_again = {
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modification = no
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icon = "gfx/interface/icons/governments/civics/civic_agrarian_idyll.dds"
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potential = {
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country_type = { value = primitive }
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ethics = { NOT = { value = ethic_gestalt_consciousness } }
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}
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modifier = { }
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}
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civic_mem_memories_of_homeworld = {
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modification = no
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icon = "gfx/interface/icons/governments/civics/civic_agrarian_idyll.dds"
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potential = {
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country_type = { value = primitive }
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ethics = { NOT = { value = ethic_gestalt_consciousness } }
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}
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modifier = { }
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}

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