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This article may contain outdated information that is inaccurate for the current version of the game.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 2.0.

This article is for the PC version of Stellaris only.

Diplomatic Actions[edit]

Variables[edit]

  • # is_listed, boolean, decides if this diplomatic 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_demand_tributary
  • 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_expand = allowed to expand to other systems
  • # 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]