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编辑“
Game start modding
”(章节)
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==Game Start Modding== The most-compatible way to mod game setup is to add custom events that file after the built-in game events. It is also possible to fire events before built-in events. The reason that events are the most compatible way to do this is that they don't overwrite any of the built-in effects or effects, and thus won't conflict with other mods that also want to edit the game setup process. For adding technologies, use the on_action <code>empire_init_add_technologies</code> which is called once per country. This is the intended place to grant free technologies as part of an origin, civic, or other custom startup conditions. Here is a sample event:<syntaxhighlight lang="shell"> country_event = { id = my_event.1 is_triggered_only = yes hide_window = yes trigger = { # your conditions go here is_regular_empire = yes OR = { has_valid_civic = civic_corporate_dominion is_megacorp = yes has_valid_civic = civic_merchant_guilds } } immediate = { # grant technologies here give_technology = { tech = tech_space_trading message = no } } } </syntaxhighlight>For adjusting the starting conditions on an empire's homeworld, use the on_action <code>empire_init_capital_planet</code> which is called once per country in the [[Scopes|scope]] of that empire's capital planet. Here is a sample event:<syntaxhighlight lang="shell"> planet_event = { id = my_event.2 is_triggered_only = yes hide_window = yes pre_triggers = { has_owner = yes } trigger = { # your conditions go here - notice how it scopes to the planet's owner owner = { is_regular_empire = yes OR = { has_valid_civic = civic_corporate_dominion is_megacorp = yes has_valid_civic = civic_merchant_guilds } } free_building_slots > 0 # this checks that the planet has space for a building } immediate = { # make changes to the capital planet here, you can scope to the solar system like this: solar_system = { <code here> } add_building = building_galactic_stock_exchange } } </syntaxhighlight>A special case for game setup is creating a new origin or civic with a secondary species. The built-in code will not correctly spawn secondary Pops. Instead, it is recommended to follow [https://github.com/corsairmarks/example_secondary_species_origin this template] that uses an on_action to disable the built-in setup event for the relevant empire(s), and then spawns Pops as desired for the primary and secondary species but also executes the built-in capital district/building/blocker, and so on code. Review the Game Start Execution Order section for the full details of the when code executes as a new game is starting.
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