(已移除至领袖#Leader Traits的重定向) 标签:移除重定向 |
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# | {{Version|3.3}}<!--{{Eventsnav}} eventsnav commented out because it's too long--> | ||
This is the list of events found in {{path|events/leader_events_1.txt}}. | |||
__TOC__ | |||
== Combat victory random events == | |||
These random events can be triggered by the <code>on_fleet_destroyed_perp</code> <code>on_action</code>, which occurs when a fleet defeats another in combat. All seven of these events have a weight of 2, and no event triggering has a weight of 300. This gives each event a chance of | |||
2/314 to 2/302, or approximately 0.64% to 0.66%. | |||
{{box wrapper}} | |||
{{Event | |||
|version = 3.3 | |||
|event_id = leader.1 | |||
|event_name = Promising Officer | |||
|picture = evt_federation_fleet | |||
|cond_event_text = yes | |||
|event_text = Captain [officer.GetName], the commanding officer of the [ship.GetName], served with distinction during the recent engagement that took place in the [system.GetName] system. The Admiralty on [Root.Capital.GetName], recognizing the qualities of a promising flag officer, has decided to promote the Captain to the rank of full admiral. | |||
|trigger = | |||
* is_country_type = default | |||
* {{icon|admiral}} Fleet is commanded by an Admiral | |||
|triggered only = * A fleet winning a space battle (0.65% chance) | |||
|immediate = {{icon|admiral}} Creates a level 2 main species Admiral with one of the following trait pairs: | |||
* 25% chance: {{icon|Gale Speed}}{{icon|Aggressive}} Gale Speed and Aggressive | |||
* 25% chance: {{icon|Aggressive}}{{icon|Engineer}} Aggressive and Engineer | |||
* 25% chance: {{icon|Fleet Logistician}}{{icon|Cautious}} Fleet Logistician and Cautious | |||
* 25% chance: {{icon|Scout}}{{icon|Trickster}} Scout and Trickster | |||
|options = | |||
{{option |option_text = Good.|effect = }} | |||
}} | |||
{{Event | |||
|version = 3.3 | |||
|event_id = leader.5 | |||
|event_name = Admiral Gains Trait | |||
|picture = evt_federation_fleet | |||
|cond_event_text = yes | |||
|event_text = After the recent victory in the [system.GetName] system, Admiral [officer.GetName] appears to have developed a new interest in naval theory. [officer.GetSheHeCap] [officer.GetHasHave] begun experimenting with some radically new strategies and tactics. | |||
|trigger = | |||
* is_country_type = default | |||
* {{icon|admiral}} Fleet is commanded by an Admiral who: | |||
** Has less than 3 traits | |||
** {{icon|no}}{{icon|Trickster}}{{icon|Unyielding}} Doesn't have Trickster or Unyielding | |||
|triggered only = * A fleet winning a space battle (0.65% chance) | |||
|options = | |||
{{option |option_text = Good.|effect = * {{icon|Trickster}} Fleet Admiral gains the Trickster trait}} | |||
}} | |||
{{Event | |||
|version = 3.3 | |||
|event_id = leader.6 | |||
|event_name = Admiral Gains Trait | |||
|picture = evt_federation_fleet | |||
|cond_event_text = yes | |||
|event_text = The recent victory in the [system.GetName] system seems to have awakened the hunter in Admiral [officer.GetName], who has now become a much more aggressive commander. | |||
|trigger = | |||
* is_country_type = default | |||
* {{icon|admiral}} Fleet is commanded by an Admiral who: | |||
** Has less than 3 traits | |||
** {{icon|no}}{{icon|Cautious}}{{icon|Aggressive}} Doesn't have Cautious or Aggressive | |||
|triggered only = * A fleet winning a space battle (0.65% chance) | |||
|options = | |||
{{option |option_text = Good.|effect = * {{icon|Aggressive}} Fleet Admiral gains the Aggressive trait}} | |||
}} | |||
{{Event | |||
|version = 3.3 | |||
|event_id = leader.7 | |||
|event_name = Admiral Gains Trait | |||
|picture = evt_federation_fleet | |||
|cond_event_text = yes | |||
|event_text = Having led [From.From.GetName] to victory in the [system.GetName] system, Admiral [officer.GetName] has grown increasingly confident and now refuses to even contemplate the very notion of retreating from future engagements. | |||
|trigger = | |||
* is_country_type = default | |||
* {{icon|admiral}} Fleet is commanded by an Admiral who: | |||
** Has less than 3 traits | |||
** {{icon|no}}{{icon|Trickster}}{{icon|Unyielding}} Doesn't have Trickster or Unyielding | |||
|triggered only = * A fleet winning a space battle (0.65% chance) | |||
|options = | |||
{{option |option_text = Good.|effect = * {{icon|Unyielding}} Fleet Admiral gains the Unyielding trait}} | |||
}} | |||
{{Event | |||
|version = 3.3 | |||
|event_id = leader.8 | |||
|event_name = Admiral Gains Trait | |||
|picture = evt_federation_fleet | |||
|cond_event_text = yes | |||
|event_text = After [officer.GetHerHis] recent victory in the [system.GetName] system, Admiral [officer.GetName] has started emphasizing the importance of speed and rapid maneuvers in [officer.GetHerHis] fleet briefings. [officer.GetSheHe] [officer.GetIsAre] experimenting with new formations and patters to get the most agility out of the starships under [officer.GetHerHis] command. | |||
|trigger = | |||
* is_country_type = default | |||
* {{icon|admiral}} Fleet is commanded by an Admiral who: | |||
** Has less than 3 traits | |||
** {{icon|no}}{{icon|Lethargic}}{{icon|Gale Speed}} Doesn't have Lethargic or Gale Speed | |||
|triggered only = * A fleet winning a space battle (0.65% chance) | |||
|options = | |||
{{option |option_text = Good.|effect = * {{icon|Gale Speed}} Fleet Admiral gains the Gale Speed trait}} | |||
}} | |||
{{Event | |||
|version = 3.3 | |||
|event_id = leader.9 | |||
|event_name = Admiral Loses Trait | |||
|picture = evt_federation_fleet | |||
|cond_event_text = yes | |||
|event_text = After the recent victory of [From.From.GetName] in the [system.GetName] system, Admiral [officer.GetName] is displaying a lot more energy and initiative than before. [officer.GetHerHisCap] performance has improved significantly. | |||
|trigger = | |||
* is_country_type = default | |||
* {{icon|leader}} Fleet is commanded by a Leader<ref name="leader not admiral">The fleet Leader isn't required to be an Admiral for these events to trigger, although in normal gameplay only Admirals can win space battles. [[Modding]] science ships to have weapons could result in this event triggering for Scientists, for example.</ref> who: | |||
** {{icon|Lethargic}} Has the Lethargic trait | |||
|triggered only = * A fleet winning a space battle (0.65% chance) | |||
|options = | |||
{{option |option_text = Good.|effect = * {{icon|no}}{{icon|Lethargic}} Fleet Leader loses the Lethargic trait}} | |||
}} | |||
<!--# Nervous lost from Victory --> | |||
{{Event|version = 3.3 | |||
|event_id = leader.17 | |||
|event_name = Admiral Loses Trait | |||
|cond_event_text = yes | |||
|event_text = After leading [From.From.GetName] to victory in the [system.GetName] system, Admiral [officer.GetName] seems to have regained [officer.GetHerHis] confidence. [officer.GetSheHe] [officer.GetIsAre] now capable of dealing with the administrative workload that comes with commanding a large fleet. | |||
|picture = evt_federation_fleet | |||
|triggered only = * A fleet winning a space battle (0.65% chance) | |||
|trigger = | |||
* is_country_type = default | |||
* {{icon|leader}} Fleet commanded by a Leader<ref name="leader not admiral" /> who: | |||
** Has {{iconify|Nervous}} or {{iconify|Unstable Code Base}} | |||
|options = | |||
{{option |option_text = Good.|effect = | |||
* {{icon|no}}{{iconify|Machine Intelligence||If not}}: | |||
** {{icon|no}}{{icon|Nervous}} Fleet Leader loses the Nervous trait | |||
* {{iconify|Machine Intelligence||If}}: | |||
** {{icon|no}}{{icon|Unstable Code Base}} Fleet Leader loses the Unstable Code Base trait}} | |||
}} | |||
{{end box wrapper}} | |||
== Emergency FTL random events == | |||
These random events can be triggered by the <code>on_emergency_ftl</code> <code>on_action</code>, which occurs when a fleet uses emergency FTL to escape combat. All five of these events have a weight of 10, and no event triggering has a weight of 310. This gives each event a chance of 10/360 to 10/320, or approximately 2.78% to 3.125%. | |||
{{box wrapper}} | |||
{{Event | |||
|version = 3.3 | |||
|event_id = leader.10 | |||
|event_name = Admiral Gains Trait | |||
|picture = evt_federation_fleet | |||
|cond_event_text = yes | |||
|event_text = Admiral [officer.GetName] seems to have developed something of a cautious streak after the recent defeat in the [system.GetName] system. The Admiral is now much more careful and meticulous in the deployment of the fleet assets under [officer.GetHerHis] command. | |||
|trigger = | |||
* is_country_type = default | |||
* {{icon|admiral}} Fleet is commanded by an Admiral who: | |||
** Has less than 3 traits | |||
** {{icon|no}}{{icon|Cautious}}{{icon|Aggressive}} Doesn't have Cautious or Aggressive | |||
|triggered only = * A fleet using emergency FTL to escape combat | |||
|options = | |||
{{option |option_text = Good.|effect = * {{icon|Cautious}} Fleet Admiral gains the Cautious trait}} | |||
}} | |||
{{Event | |||
|version = 3.3 | |||
|event_id = leader.11 | |||
|event_name = Admiral Gains Trait | |||
|picture = evt_federation_fleet | |||
|cond_event_text = yes | |||
|event_text = After the recent defeat in the [system.GetName] system, Admiral [officer.GetName] seems to have become more skittish and self-doubting. It has become clear that the Admiral is no longer capable of commanding as large formations as before. | |||
|trigger = | |||
* is_country_type = default | |||
* {{iconify|Doctrine: Reactive Formations|24px}} technology | |||
* {{icon|admiral}} Fleet is commanded by an Admiral who: | |||
** Has less than 3 traits | |||
** {{icon|no}}{{icon|Fleet Organizer}}{{icon|Unyielding}}{{icon|Nervous}} Doesn't have Fleet Organizer<ref name="fleet organizer">{{iconify|Fleet Organizer}} is a Ruler trait, not an Admiral trait.</ref>, Unyielding, or Nervous | |||
|triggered only = * A fleet using emergency FTL to escape combat | |||
|options = | |||
{{option |option_text = Unfortunate.|effect = | |||
* {{icon|no}}{{iconify|Machine Intelligence||If not}}: | |||
** {{icon|Nervous}} Fleet Admiral gains the Nervous trait | |||
* {{iconify|Machine Intelligence||If}}: | |||
** {{icon|Unstable Code Base}} Fleet Admiral gains the Unstable Code Base trait}} | |||
}} | |||
<!--# Unyielding gained from Defeat --> | |||
{{Event |version = 3.3 | |||
|event_id = leader.12 | |||
|event_name = Admiral Gains Trait | |||
|cond_event_text = yes | |||
|event_text = The retreat of [Root.GetName] from the recent battle in the [system.GetName] system seems to have hit Admiral [officer.GetName] hard. [officer.GetName] has resolved never to quit the field again, being intent instead to fight to the last in [officer.GetHerHis] next engagement. | |||
|picture = evt_federation_fleet | |||
|triggered only = * A fleet using emergency FTL to escape combat | |||
|trigger = | |||
* is_country_type = default | |||
* {{icon|admiral}} Fleet is commanded by an Admiral who: | |||
** Has less than 3 traits | |||
** {{icon|no}}{{icon|Unyielding}} Doesn't have Unyielding | |||
|options = | |||
{{option |option_text = Good.|effect = * {{icon|Unyielding}} Fleet Admiral gains the Unyielding trait}} | |||
}} | |||
<!--# Gale Speed gained from Defeat --> | |||
{{Event |version = 3.3 | |||
|event_id = leader.13 | |||
|event_name = Admiral Gains Trait | |||
|cond_event_text = yes | |||
|event_text = Admiral [officer.GetName] ran the engines of [officer.GetHerHis] ships to their limits when [Root.GetName] disengaged from the recent battle in the [system.GetName] system. [officer.GetSheHeCap] [officer.GetHasHave] learned to squeeze extra speed out of any ships under [officer.GetHerHis] command. | |||
|picture = evt_federation_fleet | |||
|triggered only = * A fleet using emergency FTL to escape combat | |||
|trigger = | |||
* owner = { is_country_type = default | |||
* {{icon|admiral}} Fleet is commanded by an Admiral who: | |||
** Has less than 3 traits | |||
** {{icon|no}}{{icon|Lethargic}}{{icon|Gale Speed}} Doesn't have Lethargic or Gale Speed | |||
|options = | |||
{{option |option_text = Good.|effect = * {{icon|Gale Speed}} Fleet Admiral gains the Gale Speed trait}} | |||
}} | |||
<!--# Lethargic gained from Defeat --> | |||
{{Event |version = 3.3 | |||
|event_id = leader.14 | |||
|event_name = Admiral Gains Trait | |||
|cond_event_text = yes | |||
|event_text = Admiral [officer.GetName] appears to have grown distant and depressed since [officer.GetHerHis] defeat in the recent battle that took place in the [system.GetName] system. The officers under [officer.GetHerHis] command report that the Admiral no longer performs [officer.GetHerHis] duties with the same gusto as before. | |||
|picture = evt_federation_fleet | |||
|triggered only = * A fleet using emergency FTL to escape combat | |||
|trigger = | |||
* is_country_type = default | |||
* {{icon|admiral}} Fleet is commanded by an Admiral who: | |||
** Has less than 3 traits | |||
** {{icon|no}}{{icon|Gale Speed}}{{icon|Lethargic}} Doesn't have Gale Speed or Lethargic | |||
|options = | |||
{{option |option_text = Unfortunate.|effect = * {{icon|Lethargic}} Fleet Admiral gains the Lethargic trait}} | |||
}} | |||
{{end box wrapper}} | |||
== Other admiral events == | |||
{{box wrapper}} | |||
<!--# Engineer gained from Repairing --> | |||
{{Event |version = 3.3 | |||
|event_id = leader.15 | |||
|event_name = Admiral Gains Trait | |||
|cond_event_text = yes | |||
|event_text = Admiral [officer.GetName] has gained invaluable technical skills while supervising the repairs of [Root.GetName]. The damage control teams under the Admiral's command are now capable of repairing ships in the field. | |||
|picture = evt_federation_fleet | |||
|trigger = | |||
* is_country_type = default | |||
* {{iconify|Doctrine: Interstellar Warfare|24px}} technology | |||
* {{icon|no}}{{iconify|Gestalt Consciousness||Not}} | |||
* Fleet is being repaired | |||
* {{icon|admiral}} Fleet is commanded by an Admiral who: | |||
** Has less than 3 traits | |||
** {{icon|no}}{{iconify|Engineer}} Doesn't have Engineer | |||
|mtth = * {{icon|time}} 240 months | |||
|options = | |||
{{option |option_text = Good.|effect = * {{icon|Engineer}} Fleet Admiral gains the Engineer trait}} | |||
}} | |||
<!-- | |||
# Organizer gained from Large Fleet | |||
#{{Event |version = 3.3 | |||
#|event_id = leader.16 | |||
#|event_name = Admiral Gains Trait | |||
#|event_text = The experience of commanding as large a formation as [Root.GetName] has provided Admiral [officer.GetName] with invaluable organizational skills. The Admiral is now capable of effectively controlling even larger fleets. | |||
#|picture = evt_federation_fleet | |||
#|trigger = | |||
#* is_country_type = default | |||
# exists = leader | |||
# num_ships > 1 | |||
#** Has less than 3 traits | |||
#** {{icon|no}} Doesn't have {{icon|Fleet Organizer}} or {{iconify|Nervous}} | |||
# owner = { has_technology = tech_doctrine_fleet_size_3 } | |||
#|mtth = 240 months | |||
#|options = | |||
#{{option |option_text = Good.|effect = * Leader gains the {{icon|Fleet Organizer}} trait}} | |||
#}} | |||
# Logistics gained from Large Fleet | |||
#{{Event |version = 3.3 | |||
#|event_id = leader.18 | |||
#|event_name = Admiral Gains Trait | |||
|cond_event_text = yes | |||
#|event_text = While in command of [Root.GetName], Admiral [officer.GetName] has learned to carefully nurse [officer.GetHisHer] supplies to significantly reduce ship operating costs across the board. | |||
#|picture = evt_federation_fleet | |||
#|trigger = | |||
#* is_country_type = default | |||
#* {{icon|no}}{{iconify|Gestalt Consciousness||Not}} | |||
# num_ships > 1 | |||
#* {{icon|admiral}} Fleet is commanded by an Admiral who: | |||
#** Has less than 3 traits | |||
#** Doesn't have {{iconify|Fleet Logistician}} | |||
#|mtth = 240 months | |||
#|options = | |||
#{{option |option_text = Good.|effect = | |||
#* {{icon|no}}{{iconify|Machine Intelligence||If not}}: | |||
#** Leader gains the {{iconify|Fleet Logistician}} trait | |||
#* {{iconify|Machine Intelligence||If}}: | |||
#** Leader gains the leader_trait_maintenance_loop trait}} | |||
#}} | |||
--> | |||
<!--# Triggers event when each country first sends a ship into the system (once per country) --> | |||
<!--# Scout gained from Exploration --> | |||
{{Event|version = 3.3 | |||
|event_id = leader.19 | |||
|event_name = Admiral Gains Trait | |||
|cond_event_text = yes | |||
|event_text = Following [officer.GetHerHis] recent sensor sweep of the [system.GetName] system, Admiral [officer.GetName] has learned how to deploy [officer.GetHerHis] units to maximize their sensor range. Few fleet commanders possess the skill to carry out such complex maneuvers. | |||
|picture = evt_federation_fleet | |||
|triggered only = | |||
* Being the first ship from this empire to enter this system (10/210 or 4.8% chance) | |||
|trigger = | |||
* is_country_type = default | |||
* {{icon|no}}{{iconify|Gestalt Consciousness||Not}} | |||
* {{icon|admiral}} Fleet is commanded by an Admiral who: | |||
** Has less than 3 traits | |||
** {{icon|no}}{{icon|Scout}} Doesn't have Scout | |||
|options = | |||
{{option |option_text = Good.|effect = * {{icon|Scout}} Fleet Admiral gains the Scout trait}} | |||
}} | |||
{{end box wrapper}} | |||
== Level up events == | |||
{{box wrapper}} | |||
<!--#Gatekeeper fired from on_action on_leader_level_up --> | |||
{{Event|version = 3.3 | |||
|event_id = leader.20 | |||
|event_name = (Hidden level-up trait gatekeeper) | |||
|triggered only = | |||
* {{icon|leader experience gain}} When a leader gains a skill level | |||
|immediate = | |||
* {{icon|scientist}}{{icon|Admiral}} If leader is a Scientist or Admiral, they gain a random trait if: | |||
** They have less than 3 traits | |||
** They haven't gained a trait from gaining a level yet | |||
** 10% chance (10/100) if level 1 or 2 | |||
** ~14.3% chance (15/105) if level 3 | |||
** ~21.7% chance (25/115) if level 4 | |||
** ~35.7% chance (50/140) if level 5+ | |||
<!-- | |||
random_list = { | |||
90 = { } | |||
10 = { | |||
modifier = { factor = 1.5 has_level = 3 } | |||
modifier = { factor = 2.5 has_level = 4 } | |||
modifier = { factor = 5 has_level > 4 } | |||
add_random_leader_trait = yes | |||
set_leader_flag = has_gained_level_trait | |||
--> | |||
* {{icon|Governor}}{{icon|General}} If leader is a Governor or General, they gain a random trait if: | |||
** They have less than 3 traits | |||
** They haven't gained a trait from gaining a level yet | |||
** 20% chance (20/100) if level 1 or 2 | |||
** ~27.3% chance (30/110) if level 3 | |||
** ~38.5% chance (50/130) if level 4 | |||
** ~55.6% chance (100/180) if level 5+ | |||
<!-- | |||
random_list = { | |||
80 = { } | |||
20 = { | |||
modifier = { | |||
factor = 1.5 | |||
has_level = 3 | |||
} | |||
modifier = { | |||
factor = 2.5 | |||
has_level = 4 | |||
} | |||
modifier = { | |||
factor = 5 | |||
has_level > 4 | |||
} | |||
add_random_leader_trait = yes | |||
set_leader_flag = has_gained_level_trait | |||
--> | |||
* {{icon|ruler leader}} If leader is a Ruler, they gain a random trait if: | |||
** They have less than 3 traits | |||
** They haven't gained a trait from gaining a level yet | |||
** {{icon|no}}{{iconify|Gestalt Consciousness||Not}} | |||
** 20% chance (20/100) if level 1 or 2 | |||
** ~27.3% chance (30/110) if level 3 | |||
** ~38.5% chance (50/130) if level 4 | |||
** ~55.6% chance (100/180) if level 5+ | |||
<!-- | |||
random_list = { | |||
80 = { } | |||
20 = { | |||
modifier = { | |||
factor = 1.5 | |||
has_level = 3 | |||
} | |||
modifier = { | |||
factor = 2.5 | |||
has_level = 4 | |||
} | |||
modifier = { | |||
factor = 5 | |||
has_level > 4 | |||
} | |||
add_random_leader_trait = yes | |||
set_leader_flag = has_gained_level_trait | |||
--> | |||
}} | |||
<!--#Scientist gains new trait --> | |||
{{Event|version = 3.3 | |||
|event_id = leader.21 | |||
|event_name = Scientist - Gained Trait | |||
|cond_event_text = yes | |||
|event_text = Through hard work and experience, §H[From.From.GetTitle] [From.From.GetName]§! has developed new skills. | |||
|picture = evt_society_research | |||
|triggered only = * A Scientist gaining trait <!-- fired by the add_random_leader_trait scripted effect --> | |||
|options = | |||
{{option |option_text = OK|effect = * (Tooltip shows trait gained)}} | |||
}} | |||
<!--#Admiral gains new trait --> | |||
{{Event|version = 3.3 | |||
|event_id = leader.22 | |||
|event_name = Admiral - Gained Trait | |||
|cond_event_text = yes | |||
|event_text = Through hard work and experience, §H[From.From.GetTitle] [From.From.GetName]§! has developed new skills. | |||
|picture = evt_star_chart | |||
|triggered only = * An Admiral gaining trait <!-- fired by the add_random_leader_trait scripted effect --> | |||
|options = | |||
{{option |option_text = OK|effect = * (Tooltip shows trait gained)}} | |||
}} | |||
<!--#Governor gains new trait --> | |||
{{Event|version = 3.3 | |||
|event_id = leader.23 | |||
|event_name = Governor - Gained Trait | |||
|cond_event_text = yes | |||
|event_text = Through hard work and experience, §H[From.From.GetTitle] [From.From.GetName]§! has developed new skills. | |||
|picture = evt_arguing_senate | |||
|triggered only = * A Governor gaining trait <!-- fired by the add_random_leader_trait scripted effect --> | |||
|options = | |||
{{option |option_text = OK|effect = * (Tooltip shows trait gained)}} | |||
}} | |||
<!--#General gains new trait --> | |||
{{Event|version = 3.3 | |||
|event_id = leader.24 | |||
|event_name = General - Gained Trait | |||
|cond_event_text = yes | |||
|event_text = Through hard work and experience, §H[From.From.GetTitle] [From.From.GetName]§! has developed new skills. | |||
|picture = evt_star_chart | |||
|triggered only = * A General gaining trait <!-- fired by the add_random_leader_trait scripted effect --> | |||
|options = | |||
{{option |option_text = OK|effect = * (Tooltip shows trait gained)}} | |||
}} | |||
<!--#Ruler gains new trait --> | |||
{{Event|version = 3.3 | |||
|event_id = leader.25 | |||
|event_name = Ruler - Gained Trait | |||
|cond_event_text = yes | |||
|event_text = Through hard work and experience, §H[From.From.GetTitle] [From.From.GetName]§! has developed new skills. | |||
|picture = evt_throne_room | |||
|triggered only = * A Ruler gaining trait <!-- fired by the add_random_leader_trait scripted effect --> | |||
|trigger = * exists = capital_scope | |||
|options = | |||
{{option |option_text = OK|effect = * (Tooltip shows trait gained)}} | |||
}} | |||
{{end box wrapper}} | |||
== Scientist events == | |||
<!-- # banning AI removes AI-dependent traits from leaders --> | |||
{{Event|version = 3.3 | |||
|event_id = leader.30 | |||
|event_name = AI Assistants Removed | |||
|event_text = As per our recent policy change outlawing artificial intelligence, any [Root.GetAdj] Scientists in possession of {{yellow|Sapient AI Assistants}} have been forced to relinquish them for recycling. | |||
|picture = evt_throne_room | |||
|triggered only = | |||
* {{icon|policy}} Changing a policy | |||
|trigger = | |||
* {{icon|policy|link=Policies#Artificial_Intelligence}} Artificial Intelligence policy was changed to Outlawed | |||
* {{icon|Sapient AI Assistant}} Any owned leader has the Sapient AI Assistant trait | |||
|options = | |||
{{option |option_text = Good.|effect = | |||
* {{icon|no}}{{icon|Sapient AI Assistant}} Removes the Sapient AI Assistant trait from all leaders who have it}} | |||
}} | |||
== References == | |||
<references /> | |||
[[Category:事件]] | |||
[[en:Leader_events]] |
2022年3月20日 (日) 21:38的最新版本
This is the list of events found in Stellaris/events/leader_events_1.txt.
Combat victory random events[编辑 | 编辑源代码]
These random events can be triggered by the on_fleet_destroyed_perp
on_action
, which occurs when a fleet defeats another in combat. All seven of these events have a weight of 2, and no event triggering has a weight of 300. This gives each event a chance of
2/314 to 2/302, or approximately 0.64% to 0.66%.
Promising Officer
Captain [officer.GetName], the commanding officer of the [ship.GetName], served with distinction during the recent engagement that took place in the [system.GetName] system. The Admiralty on [Root.Capital.GetName], recognizing the qualities of a promising flag officer, has decided to promote the Captain to the rank of full admiral.
Admiral Gains Trait
After the recent victory in the [system.GetName] system, Admiral [officer.GetName] appears to have developed a new interest in naval theory. [officer.GetSheHeCap] [officer.GetHasHave] begun experimenting with some radically new strategies and tactics.
Admiral Gains Trait
The recent victory in the [system.GetName] system seems to have awakened the hunter in Admiral [officer.GetName], who has now become a much more aggressive commander.
Admiral Gains Trait
Having led [From.From.GetName] to victory in the [system.GetName] system, Admiral [officer.GetName] has grown increasingly confident and now refuses to even contemplate the very notion of retreating from future engagements.
Admiral Gains Trait
After [officer.GetHerHis] recent victory in the [system.GetName] system, Admiral [officer.GetName] has started emphasizing the importance of speed and rapid maneuvers in [officer.GetHerHis] fleet briefings. [officer.GetSheHe] [officer.GetIsAre] experimenting with new formations and patters to get the most agility out of the starships under [officer.GetHerHis] command.
Admiral Loses Trait
After the recent victory of [From.From.GetName] in the [system.GetName] system, Admiral [officer.GetName] is displaying a lot more energy and initiative than before. [officer.GetHerHisCap] performance has improved significantly.
触发条件:
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只触发于:
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Good. |
Admiral Loses Trait
After leading [From.From.GetName] to victory in the [system.GetName] system, Admiral [officer.GetName] seems to have regained [officer.GetHerHis] confidence. [officer.GetSheHe] [officer.GetIsAre] now capable of dealing with the administrative workload that comes with commanding a large fleet.
触发条件:
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只触发于:
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Good. |
Emergency FTL random events[编辑 | 编辑源代码]
These random events can be triggered by the on_emergency_ftl
on_action
, which occurs when a fleet uses emergency FTL to escape combat. All five of these events have a weight of 10, and no event triggering has a weight of 310. This gives each event a chance of 10/360 to 10/320, or approximately 2.78% to 3.125%.
Admiral Gains Trait
Admiral [officer.GetName] seems to have developed something of a cautious streak after the recent defeat in the [system.GetName] system. The Admiral is now much more careful and meticulous in the deployment of the fleet assets under [officer.GetHerHis] command.
Admiral Gains Trait
After the recent defeat in the [system.GetName] system, Admiral [officer.GetName] seems to have become more skittish and self-doubting. It has become clear that the Admiral is no longer capable of commanding as large formations as before.
触发条件:
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只触发于:
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Unfortunate. |
Admiral Gains Trait
The retreat of [Root.GetName] from the recent battle in the [system.GetName] system seems to have hit Admiral [officer.GetName] hard. [officer.GetName] has resolved never to quit the field again, being intent instead to fight to the last in [officer.GetHerHis] next engagement.
Admiral Gains Trait
Admiral [officer.GetName] ran the engines of [officer.GetHerHis] ships to their limits when [Root.GetName] disengaged from the recent battle in the [system.GetName] system. [officer.GetSheHeCap] [officer.GetHasHave] learned to squeeze extra speed out of any ships under [officer.GetHerHis] command.
Admiral Gains Trait
Admiral [officer.GetName] appears to have grown distant and depressed since [officer.GetHerHis] defeat in the recent battle that took place in the [system.GetName] system. The officers under [officer.GetHerHis] command report that the Admiral no longer performs [officer.GetHerHis] duties with the same gusto as before.
Other admiral events[编辑 | 编辑源代码]
Admiral Gains Trait
Admiral [officer.GetName] has gained invaluable technical skills while supervising the repairs of [Root.GetName]. The damage control teams under the Admiral's command are now capable of repairing ships in the field.
Admiral Gains Trait
Following [officer.GetHerHis] recent sensor sweep of the [system.GetName] system, Admiral [officer.GetName] has learned how to deploy [officer.GetHerHis] units to maximize their sensor range. Few fleet commanders possess the skill to carry out such complex maneuvers.
Level up events[编辑 | 编辑源代码]
(Hidden level-up trait gatekeeper)
Scientist - Gained Trait
Admiral - Gained Trait
Governor - Gained Trait
General - Gained Trait
Scientist events[编辑 | 编辑源代码]
AI Assistants Removed
As per our recent policy change outlawing artificial intelligence, any [Root.GetAdj] Scientists in possession of Sapient AI Assistants have been forced to relinquish them for recycling.
References[编辑 | 编辑源代码]
- ↑ 1.0 1.1 The fleet Leader isn't required to be an Admiral for these events to trigger, although in normal gameplay only Admirals can win space battles. Modding science ships to have weapons could result in this event triggering for Scientists, for example.
- ↑
舰队组织者 is a Ruler trait, not an Admiral trait.