Edicts modding
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Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 2.7.
This article is for the PC version of Stellaris only.
This article is for the PC version of Stellaris only.
This page is about how to modify existing and how to create new Edicts.
Edicts are defined at "common/edicts/xxx.txt".
Data Structure[edit | edit source]
- length = <int> - Days of the edict duration. If 0, this Edict immediately ends. If -1, this Edict lasts until manually toggled off.
- resources - An Economy Unit that determines the cost of this edict. Only the "cost" field is wanted. If length is -1, the cost is paid again when deactivating.
- prerequisites = { tech_xxx } - A list of Technology keys that determines the technology prerequisites of this edict.
- show_tech_unlock_if - A block of Conditions. If evaluated false, this edict will not be shown in the technology tooltip of that technology.
- modifier - A block of Modifiers to be applied to the empire for as long as this edict remain active.
- potential - A block of Conditions that determines is this edict listed for this empire. (Country scope)
- allow - A block of Conditions that determines can this edict be activated by this empire. (Country scope)
- effect - A block of Effects to be executed when this edict become active. (Country scope)
- There is NO effect block that can be executed when this edict is manually toggled off.
- ai_weight - The higher it is, the more likely the AI will try to activate this edict.
- edict_cap_usage - The number of Edict Capacities this Edict will use.
Vanilla Example[edit | edit source]
This is the education campaign.
education_campaign = { length = @campaignDuration resources = { category = campaigns cost = { energy = @campaignCost } } modifier = { species_leader_exp_gain = 0.25 } potential = { NOT = { has_ethic = ethic_gestalt_consciousness } has_technology = tech_planetary_unification } ai_weight = { weight = 0 modifier = { weight = 1 has_edict = healthcare_campaign } } }
Instant Effect Edicts[edit | edit source]
An edict with length = 0
and an effect
work like an empire wide Decision. The modifier
doesn't apply in this case.
# this instant effect edict costs 100 influence and provides 1000 unity. one_time_effect_edict_example = { length = 0 resources = { category = edicts cost = { influence = 100 } } effect = { add_resource = { unity = 1000 } } }
The demerit is, it will instantly generate an "Edict Expired" notification.
Relevant Dynamic Modding Statements[edit | edit source]
Conditions:
has_edict = <edict key>
- Checks if the empire has this edict active.
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