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Pop Faction modding
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== Data Structure == {| class="wikitable mw-collapsible" |- ! width="20%" | Property ! width="80%" | Description |- | '''election_header = <GFX entry key>''' | Determines the header texture to be attached to the leader entry in democratic election window. {{iconify|Democratic}} governments will use at least the current ruler and the leader of each faction as election candidates and faction leaders will use this header texture and have their faction names written on it. Leaders without any factions will use a fallback header texture that reads "Independent". |- | '''guiding_ethic = <ethic key>''' | Determines the guiding ethic of this faction. By default, only pops with of this ethic can join the faction. |- |'''use_guiding_ethic_as_pop_filter = <yes/no>''' |If no, pops without the guiding ethic can join the faction. |- | '''unique = <yes/no>''' | If yes, only one instance of this faction can exist in an Empire. Vanilla factions always have "yes". |- | '''support_multiplier = <float>''' | {{iconify|Democratic}} election candidates from this faction have their support multiplied by this number. |- | '''resources''' | An [[Economy_modding#Economy_Units|Economy Unit]] to determine the resource production of this faction. The production is mulitplied by faction support rate and faction approval. Vanilla factions always have economy category <code>pop_factions</code>. Also, they always produce {{iconify|Influence}} {{green|+2}}, resulting in all factions produce at most 2 influence in total. |- | '''is_potential''' | A block of [[Conditions]] to determine should an Empire have this faction. Vanilla factions always exclude {{iconify|Gestalt Consciousness}} and require 10 years have been passed since start of the game and have once encountered another species. |- | '''parameters''' | Pre-defined parameters to be called by Faction Actions. Vanilla always define it like this, making <code>parameter:empire</code> usable in Faction Actions to scope to the Empire this faction is in. <pre> parameters = { empire = { type = country valid_objects = { is_same_value = root } } } </pre> |- | '''can_join_pre_triggers''' | A block of Pseudo-Conditions to determine can a Pop join this faction. Only the following yes-or-no questions are allowed. Vanilla always have <code>is_enslaved = no</code> and <code>is_being_purged = no</code>. Without the pre-triggers, the whole set of conditions will be evaluated once for each of the thousands of Pops in the galaxy, which can be performance intensive. * has_owner * is_enslaved * is_being_purged * is_being_assimilated * has_planet * is_sapient |- | '''can_join_faction''' | A block of [[Conditions]] to determine can a Pop join this faction. (Pop scope) |- | '''attraction''' | Determines the attraction to Pops of this faction. Vanilla factions always have 100 base attraction, x1.25 attraction to Pops with citizenship rights, x1.25 if faction leader is the current ruler, and x0.75 if faction has no leaders. However, a Pop can only meet the requirements of up to one faction at a time while faction leader is chosen randomly and cannot be unassigned and will be randomly chosen again if current leader is fired or diseased, making this field entirely irrelevant. |- | '''leader''' | Determines how likely a leader will be randomly chosen as the leader of this faction. Vanilla always have 100 base weight and x0 for event leaders. Supermacist factions will exclude alien leaders as well, or an alien talking about human superiority can be immersion breaking. If no leaders have a weight greater than 0, the faction will still be created but remain leaderless for the rest of the game. |- | '''demand''' | An entry of a faction issue. Multiple allowed. |- | * '''title = <localisation key>''' * '''unfulfilled_title = <localisation key>''' * '''desc = <localisation key>''' | The flavor text part of this issue. The title can change based on if it's fulfilled or not. |- | * '''fulfilled_effect = <float>''' * '''unfulfilled_effect = <float>''' | The faction approval impact of this issue. |- | * '''potential''' * '''trigger''' | The former block of [[Conditions]] determines should this faction have this issue, and if yes, the later block of Conditions determines is this issue fulfilled. (Faction scope, use <code>owner</code> to scope to the Empire) |- | * '''on_create''' | A block of [[Effects]] to be executed to the faction when this faction is created. Vanilla always have <code>pop_faction_event = { id = factions.1 }</code>, which calls the event to tell the player "a faction named FaFaFaFaction led by a leader LeLeLeLeader is created". (Faction scope) |- | * '''on_destroy''' | A block of [[Effects]] to be executed to the Empire when this faction is dissolved. Vanilla always remove the "???ism Ethic Promoted" and "???ism Ethic Supressed" static modifiers for the Empire. (Country scope) |- | * '''actions''' | A list of entries to define actions an Empire can take to this faction. |- | ** '''title = <localisation key>''' ** '''description = <localisation key>''' | The flavor text part of this faction action. |- | ** '''cost = { <resource key> = <int> }''' | The cost of this action. |- | ** '''potential''' ** '''valid''' | The former block of [[Conditions]] determines should this faction have this action listed, and if yes, the later block of Conditions determines can this action be performed. (Faction scope) |- | ** '''effect''' | A block of [[Effects]] to be executed when this action is taken. (Faction scope) |- | ** '''ai_weight''' | How likely the AI will use this action. |}
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