Gameplay modding

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.3.

Diplomatic Actions[edit]

Variables[edit]

  • # is_listed, boolean, decides if this diplomactic action type is listed in diplomatic view.
  • # prerequisites, list, the technologies required to enable the player to send this diplomatic action.
  • # requires_actor_peace, boolean, false by default, will require the actor to be at peace for this action to pass the possible check.
  • # requires_alliance_vote, boolean, false by default, will require the alliance of the actor to vote for this action before passing it on to the recipient.
  • # requires_actor_independence, boolean, true by default, will require the actor to be independent.
  • # requires_recipient_independence, boolean, true by default, will require the recipient to be independent.
  • # requires_actor_federation_leader, boolean, false by default, if the actor is in a federation, he has to be the leader of it.
  • # requires_recipient_federation_leader, boolean, true by default, if the recipient is in a federation, he has to be the leader of it.
  • # show_decline_to_alliance_members, boolean, false by default, will show your alliance members when you decline a proposal of this type.
  • # should_show_auto_accept_message_recipient, boolean, decides if the recipient gets a message showing the diplomatic action.
  • # should_open_auto_accept_message_recipient, boolean, decides if the recipient automatically opens this message.
  • # should_show_auto_accept_message_actor, boolean, decides if the actor gets a reply showing the diplomatic action.
  • # should_notify_all_communications, boolean, decides if a message notification is sent to all countries who have communications with actor or recipient
  • # AI_acceptance_base_value, default = 0

Actions[edit]

  • action_declare_war
  • action_offer_peace
  • action_invite_to_alliance
  • action_ask_to_join_alliance
  • action_leave_alliance
  • action_demand_vassalization
  • action_demand_protectorate
  • action_ask_to_become_vassalized
  • action_ask_to_become_protectorate
  • action_form_federation
  • action_invite_to_federation
  • action_ask_to_join_federation
  • action_leave_federation
  • action_release_subject
  • action_ask_to_be_released_subject
  • warning_not_active_in_war
  • action_not_active_in_war
  • action_propose_invite
  • action_offer_trade_deal
  • action_cancel_trade_deal
  • action_embassy
  • action_recall_embassy
  • action_make_rival
  • action_end_rivalry
  • action_insult
  • action_integrate_subject
  • action_cancel_subject_integration

Subjects[edit]

Definitions[edit]

  • # can_colonize = allowed to colonize planets
  • # potential = if possible to select in diplomatic interactions
  • # become_vassal = trigger when it converts into a vassal
  • # tech_cost_mult = tech cost multiplier if overlord has a tech
  • # overlord_influence = extra influence given to overlord
  • # joins_overlord_wars = Joins in if overlord goes to war (Defensive or Offensive)
  • # calls_overlord_to_war Calls overlord to war (Defensive only)
  • # can_do_diplomacy Can do some limited diplomacy
  • # overlord_becomes_warleader, if overlord takes over as warleader. Default true
  • # gets_sensors(yes): gets overlords sensors
  • # gets_access(yes): gets overlords access

@protectorate_tech_threshold = 0.4

vassal[edit]

  • can_colonize = no
  • can_be_integrated = yes
  • joins_overlord_wars = yes
  • calls_overlord_to_war = yes
  • can_do_diplomacy = no
  • potential > or = tech_unlocked_ratio

protectorate[edit]

  • can_colonize = yes
  • joins_overlord_wars = no
  • calls_overlord_to_war = yes
  • can_do_diplomacy = yes
  • tech_cost_mult = -0.5
  • overlord_influence = 1
  • potential < @protectorate_tech_threshold
  • become_vassal = tech_unlocked_ratio ratio > 0.6

References[edit]


Modding
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Dynamic modding EffectsConditionsScopesModifiersGameplayDecisionsObjectivesAI
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