Can You Not Edit Templates Stellaris 2.0
Please assistance with verifying or updating older sections of this article. At least some were terminal verified for version ii.0.
This commodity is for the PC version of Stellaris simply.
This article is well-nigh creating mods calculation custom (prescripted) empires. Delight note the fact this guide is non describing the process of modding whatever graphic assets (alien portraits, flag symbols, starship models etc.), just txt instructions needed to create the custom empire using default assets of a game.
Some parts of this guide draw fairly easy or fifty-fifty obvious things, there are however parts of empire modding much more complicated or containing unexpected nuances.
Prescripted countries [edit | edit source]
99_prescripted_countries.txt is a file contained in a folder Stellaris->prescripted_countries, which is the base of operations file you need to change in order to make your custom empire appear correctly in a Stellaris New Game empire selection screen. Modding that file is enough to add together the most bones custom empire to the game.
By default, 99_prescripted_countries.txt contains code for the game's default empires, showtime with United Nations of Earth. The gild of empires coded in this file is as well the guild of those empires displaying on the New Game scrolled list of empires, so uppermost humans display first. In your mod you can either delete default prescripted countries and replace them with your ain, or just add your own to the bottom of the listing and so they volition display after default ones.
tzynn = { name = "tzynn" describing word = "PRESCRIPTED_adjective_tzynn" spawn_enabled = aye # yes / no / always ship_prefix = "PRESCRIPTED_ship_prefix_tzynn" species = { grade = "REP" portrait = "rep9" name = "PRESCRIPTED_species_name_tzynn" plural = "PRESCRIPTED_species_plural_tzynn" adjective = "PRESCRIPTED_species_adjective_tzynn" name_list = "REP1" trait = "trait_strong" trait = "trait_resilient" trait = "trait_talented" trait = "trait_rapid_breeders" trait = "trait_nonadaptive" } room = "personality_slaving_despots_room" potency = "auth_imperial" civics = { "civic_police_state" "civic_slaver_guilds" } government = gov_star_empire ethic = "ethic_authoritarian" ethic = "ethic_fanatic_militarist" planet_name = "PRESCRIPTED_planet_name_tzynn" planet_class = "pc_desert" system_name = "PRESCRIPTED_system_name_tzynn" graphical_culture = "reptilian_01" city_graphical_culture = "reptilian_01" empire_flag = { icon= { category = "pointy" file = "flag_pointy_2.dds" } background= { category = "backgrounds" file = "v.dds" } colors={ "ruby" "blackness" "null" "null" } } ruler = { proper name = "PRESCRIPTED_ruler_name_tzynn" gender = male portrait = "rep9" texture = 1 clothes = 4 } }
Empire and species name [edit | edit source]
- PRESCRIPTED_species_name_xanid: "Xani"
- PRESCRIPTED_species_plural_xanid: "Xanis"
- PRESCRIPTED_species_adjective_xanid: "Xanid"
- PRESCRIPTED_adjective_xanid: "Xanid"
- PRESCRIPTED_planet_name_xanid: "Xanth"
- PRESCRIPTED_system_name_xanid: "Dir-Xan"
- PRESCRIPTED_ruler_name_xanid: "Zaox Huketkin"
- PRESCRIPTED_ruler_title_xanid: "Suzerain"
Self-explanatory function. "humans1" in this case is the base code for the empire, it will be referenced in other files only won't display in game. Name = "humans1" means the total name of that empire displaying in the game - such as United nations of Earth or Human Commonwealth - is coded in the localisation files this way. Species_name is the name a singular popular of those species will take, plural course is used in appropriate moments in game. The difference between species_adjective and adjective is, the starting time one applies to species and the second one to purple adjectives. This shouldn't matter in most cases though.
- PRESCRIPTED_ship_prefix_xanid: "XAN"
This is a send prefix actualization before proper name of every unmarried starship in the game. For example, if namelist contains starship proper name "Discovery" and you type "USS" as United States Ship in prefix, and then the event in game will be USS Discovery. Y'all can invent whatever abbreviation and prefix you want - for actress immersion check rules of real life ship prefixes here https://en.wikipedia.org/wiki/Ship_prefix
These scripted names are localised in the prescripted_countries_names.yml
Species class and portrait [edit | edit source]
species_class = "REP"
Here you put the phenotype of your species, one of the following: mammalian, reptilian, avian, molluscoid, arthropoid, fungoid, robotic and machine. You have to type the phenotype of your empires species portrait here, or portraits of your species may display wrongly. The code for species classes is: mammalians - MAM, reptilians - REP, avians - AVI, arthropoids - Fine art, molluscoids - MOL, fungoids - FUN, plants - PLANT, machine - Auto, robotic - ROBOT.
portrait = "rep9"
You put the codename of portrait here. For reference, code for all default Stellaris portraits is in file Stellaris->common->species_classes->00_species_classes.txt
Traits [edit | edit source]
trait = "trait_strong" trait = "trait_resilient" trait = "trait_talented" trait = "trait_rapid_breeders" trait = "trait_nonadaptive"
Reference file for traits is in Stellaris->common->traits->00_species_traits.txt, here is everything you need to know while assigning traits to your custom race. You just need to paste hither all traits yous want your race to have. Remember nigh default trait limits and rules. Information technology is impossible for species to have more than 4 positive and negative traits, some of traits exclude each other (quick learners-slow learners etc.) and traits need to fit under trait points limit. If you break one of those rules and then empire may be bugged or not brandish. 00_species_traits.txt contains cost of each traits point toll and list of traits contradicting each other, so apply it for reference.
Authorities and ethics [edit | edit source]
authorisation = "auth_imperial" civics = { "civic_police_state" "civic_slaver_guilds" } government = gov_star_empire
ethic = "ethic_authoritarian" ethic = "ethic_fanatic_militarist"
The names of government types and general gov references are in common->governments->00_governments.txt. Ethics are in common->ethics->00_ethics.txt Remember well-nigh default government-ideals restrictions: democracies are not allowed with disciplinarian ethics, autocracies with egalitarian, oligarchies with fanatic egalitarianism or fanatic authoritarianism etc. If you make the inappropriate combination of gov type and ethics, so custom empire may not piece of work.
Starting solar system [edit | edit source]
planet_name = "Earth" system_name = "Sol" planet_class = "pc_continental" initializer = "sol_system_initializer"
Get-go 2 names are self-explanatory, here you lot input whatever names you want starting planet and system of your empire to have. Every bit for the planet class, here you choose type (climate) of planet preferred by your species; code of allowed planet classes is pc_desert, pc_tropical, pc_continental, pc_ocean, pc_arctic, pc_tundra and pc_arid. As y'all probably care what climates your Xenomorph species want to inhabit, think near the Habitability Wheel while assigning base planet course.
Setting planet form is mandatory and lack of it breaks the state, planet and system names are mandatory unless you want them to be blank. Initializer is an optional and more than complicated thing. "System initializer" is a custom-made solar system with each celestial body in it and distances between them separately designed and named. If you created such system initializer, put its lawmaking name here. If you aren't that kind of perfectionist, delete the unabridged "initializer" line of code - then your custom empire volition spawn in entirely randomly generated system, except custom name of it, homeworld planet and its class.
Graphic fashion of spaceship and metropolis [edit | edit source]
graphical_culture = "mammalian_01" city_graphical_culture = "mammalian_01"
Each phenotype in Stellaris has dissimilar 3d models of ships and unlike 2d graphics of cities displayed on planetary view. The starting time line applies to ship 3d models, the second one is cocky-explanatory. You tin freely mix phenotypes of your species portraits, starship graphics and urban center graphics, so don't worry about that. Code names of graphical cultures are elementary: humanoid_01, plantoid_01, mammalian_01, reptilian_01, avian_01, molluscoid_01, fungoid_01, arthropoid_01.
Modding empire flag [edit | edit source]
In a new game screen, using graphical interface, editing flag of an empire is piece of cake, but to code this flag in txt - using default Paradox flag symbols, patterns and colors - you need to know code names for all those elements. For reference, use this split guide - information technology makes this task incomparably easier.
Modding starting leader of an empire [edit | edit source]
Remember, modding leader of an empire matters much more than for autocracies and oligarchies than for democracies where he/she can change afterwards v years anyway.
ruler = {
name = "PRESCRIPTED_ruler_name_humans1" gender = female portrait = "human_female_05" texture = 0 hair = one clothes = 0
}
Class should be left equally "ruler" and feel as 1200, name is self-explanatory (if you don't type it hither, information technology won't be imported from namelists - your starting ruler will display blank in game!), few other nuances are less obvious.
"Texture" means color variations of aliens (they are in game to make alien leaders have more individual grapheme), this line doesn't affair for humans at all. Portrait of a leader should be normally the same equally species portrait - humans are exception here, as humans have unlike portraits for sex and skin color. Regarding skin color of human portraits, 01 is "eastern white" (?), 02 "asian", 03 "brown", 04 "western white" and 05 "black". Regarding clothes and hair, cheque this illustrated reference guide [LINK TO THE GUIDE]
Custom start screen flag [edit | edit source]
flags = { human_1 custom_start_screen }
If y'all don't want your custom empire to have a custom introductory text, just delete this mysterious line. Then your mod empire will have auto-generated introduction similar to that of all normally generated species. If you do want a custom introduction, later function of this guide covers that upshot in detail.
Empire spawn enabled - how to make empires appear in random games as AI opponents [edit | edit source]
spawn_enabled = no # yes / no / always
This may exist one of the most disruptive aspects of modding empires in Stellaris. Spawn_enabled is a setting that decides whether the empire you create will be available to announced in a random new game, controlled by AI, instead of usual randomized AI species. If you lot type "spawn_enabled = no", so your mod empire will be however possible for human being player to chose, edit information technology and play it in the new game, just otherwise information technology will never appear randomly in galaxies under AI control (every bit an opponent to human histrion). Use this setting if y'all want your custom empires to be playable only for human, never possible to show upward nether AI control. If you type "spawn_enabled = yes", then the empire may (or may not) randomly spawn in the new game nether AI control. If you type "spawn_enabled = always", then that empire is forced to appear in every random game as an AI nation instead of randomized race.
The concluding option means, if you have created 1 mod empire, set "spawn_enabled = always", then outset a new game and gear up 1 AI opponent, and then this opponent will e'er exist that custom empire - considering mod empires with "spawn_enabled = always" setting e'er take priority over default randomly generated species. If y'all created xvi mod empires, set "spawn_enabled = e'er" for all of them and then launch a new game with 16 AI opponents, every single of those AI opponents will be one of these mod empires. Nonetheless, if you created 16 mod empires with that setting and and then launch a new game with less than 16 AI opponents, then merely some of your modern empires will appear in that game - but once again, every AI opponent volition be one of them, as I said: custom empires with spawn_enabled = always setting always have a priority over randomized ones.
Alert - if human histrion on a new game screen chooses one of mod empires to play every bit, then this custom empire volition not spawn in the game every bit AI opponent even with spawn_enabled = always, because it is already in game: human-controlled. Unless y'all change (edit) the name on the new game screen (then game thinks it is entirely different empire, and populates the galaxy with originally named 1 because of spawn_setting = always) - and so don't alter the proper name and everything will exist fine.
Implementing custom Start Screen introductory text and empire description [edit | edit source]
In Stellaris, every unmarried empire gets auto-generated introductory text when starting a new game, congenital from 'text pieces' based on ethics, government, planet course, FTL and few other "characteristic traits" of information technology. However, there is also an selection of creating custom introductory text for a custom empire. If you desire to do this, y'all volition need to change few dissever files.
Prescripted_countries.txt [edit | edit source]
One of the lines in 00_prescripted_countries.txt is mysterious
flags = { human_1 custom_start_screen }
If you don't desire your empire to take unique, custom introduction text, merely delete information technology. Otherwise, leave information technology in place. Imperial "flag" (in this case human_1) is used to identify the item empire, then it needs to be the same here and in the next file.
Start_screen_messages.txt [edit | edit source]
Go to Stellaris->common->start_screen_messages folder, hither is the file 00_start_screen_messages.txt. On the bottom of this file there is code allowing custom introductory text to appear instead of a randomly generated one. In instance of our example, United Nations of Earth, it is
# United Nations of Earth role = { location = 0 localization = "START_SCREEN_UNE" trigger = { has_country_flag = human_1 } }
Merely re-create that code for your custom empire. Location should ever be 0. Localization should exist exactly the same code as in the localisation files, and has_country_flag has to point at the aforementioned "imperial flag" equally in prescripted countries.txt
has_country_flag = human_1 human_1 custom_start_screen
Localisation [edit | edit source]
Then y'all just need to create localisation file which will contain introductory text for your empire. All localisation files demand to be in YML format (in Stellaris->localisation y'all can run into how exercise they look, yous may copy i of them and remake it) and their names have to end in l_language (l_english, l_russian etc.) to work. For example, introductory text of Un of Earth await like this:
START_SCREEN_UNE:0 "Much has happened since modern Humans first emerged in Africa (...)"
Only employ the same START_SCREEN_CUSTOMEMPIRENAME line here and in Start_screen_messages.txt file. Also, remember about ii things. If you want your text to enter new paragraph, use \n\n as in
civilizations took form.\n\nScientific progress has been swift
And every bit for now, exist conscientious not to create also long introductory text, equally information technology will exist cut if not plumbing equipment inside of the start screen window. Merely make it not much longer than exemplary introduction of UNE.
Each Stellaris empire also may have a clarification displaying on a new game screen when browsing through playable empires. In case of United Nations on Earth this description is in localisation->prescripted_l_english.yml:
EMPIRE_DESIGN_humans1:0 "United Nations of Earth" EMPIRE_DESIGN_humans1_desc:0 "The myriad Human being nations that found their interstellar government (...)"
You tin can, of class, do the like description for your custom empire. Think well-nigh advisable codename, paragraphs and length (although in case of descriptions, 'besides long' ones will display under scrollbar).
Custom AI personalities for AI-controlled custom empires [edit | edit source]
If you want your custom empire to exist used as an AI opponent, you would probably like it to behave in "advisable manner" - for example custom Zerg or Tyranid empire should exist extremely aggressive and unwilling of whatever affairs. You can make this happen in ii ways. Beginning i, you lot just create custom empire and hope information technology will get advisable default AI personality assigned (in this case, Fanatical Purifiers or Hive Mind). Personalities of AI nations in Stellaris are assigned on the kickoff of new game basing on certain combinations (and, to lesser extent, authorities or traits) of empires - you can check the weights in Stellaris->common->personalities->00_personalities.txt.
Still much more reliable way, and frequently the only one, is to make a new personality for your custom empire. This is much easier task than it sounds. 00_personalities.txt file contains notes which explain what each line of code in this file means, and then you lot can easily create your ain AI personality but by irresolute few words and tweaking few numbers. Example of such custom AI personality made for custom empire is
xenomorph_hive = { blazon = purifier #these words seems mysterious just they are all explained in original file aggressiveness = 2.0 trade_willingness = 0.0 bravery = 1.0 military_spending = one.ii colony_spending = 1.2 alliance_acceptance = -g federation_acceptance = -1000 threat_modifier = 0 friction_modifier = ten behaviour = { conqueror = yes subjugator = no liberator = no opportunist = yeah slaver = no uplifter = no purger = yes dominator = yep burglar = no robot_exploiter = yes robot_liberator = no migrator = no } allow = { has_country_flag = xenomorph } weight_modifier = { weight = m } }
This manner, AI xenomorphs will always become the personality "Xenomorph Hive", making them unable of diplomacy, ambitious and murderous, and no other AI empire volition ever get it. You tin of grade add together the localisation of such custom personality as well, so it will display when you run into Xenomorphs in game - add something like that to your mod's localisation file:
personality_xenomorph_hive:0 "Xenomorph Hive" personality_xenomorph_hive_desc:0 "Xenomorph Hive is a collective of terrifying predatory species. Diplomacy with them is impossible, they wish to exterminate all other life they perceive as danger to them."
Name lists [edit | edit source]
"Name lists" are listing of names used for starships, leaders, planets, stations and other features of empires. They are dissever from localisation files, located in Stellaris->common->name_lists. In prescripted_countries.txt file, what proper noun list is used by an empire is gear up by the line
name_list = "Human being"
Where in this case "Man" is the name of a file Human.txt in name_lists folder. A single proper noun list may be used by many empires (all default races but human employ generic "phenotype-based" lists) but you probably want your empire to have unique names. Adding names to the namelists contains some not so obvious nuances, so they are listed here.
General rules of calculation names to namelists [edit | edit source]
Do not utilise commas anywhere in namelist files, names are separated by space instead. If yous want the proper noun to consist of more than one word, for case Morning Star or al-Gezira, put them under quotation marks like this:
constructor = { Ziryab Zewail "al-Sufi" "ibn Ridwan" "Al-Zarkali" "al-Haytham" "al-Battani" "al Farabi"
Be very careful virtually using quotation marks in namelist files, though - one unnecessary quotation here, or one one quotation left open, may break an entire namelist (make names brandish blank). Try likewise to avoid using "weird" unicode symbols, for example at the electric current moment the game does not handle many diacritics such every bit đ, Ă or Ư.
Names of ships, stations and planets [edit | edit source]
Most of this section is self-explanatory — use Human.txt namelist as a reference. Regarding starships: the 'generic' category ways names put here may appear for any type of starship. Additionally/alternatively you can make split proper noun lists by send type: scientist ships, destroyers, battleships, transport etc. If a listing includes names nether both the 'generic' tag and a more specific tag (e.g. 'cruiser'), ships of that blazon volition pull their names from either drove of names.
Similarly, yous may brand planet names apply for any type of planet (generic) or separate planet proper name lists for separate planet types. For example:
pc_tropical = { names = { Amazonia Congo Ecuador Rain Storm Monsoon Bengal "New Africa" Kishkindha Zanzibar Kipling } }
Sequential [edit | edit source]
Many fields let a sequential_name
. This should be a string. Numbers tin be expressed in several formats using an escape sequence:
- Central:
%C%
will produce cardinal numbers: ane, two, iii, 4... - Ordinal:
%O%
will produce ordinal numbers: 1st, 2d, 3rd, 4th... - Roman:
%R%
will produce Roman numbers: I, II, III, Iv...
Names of characters [edit | edit source]
Example of character namelist:
names7 = { weight = 15 first_names_male = { Aarav Vivaan Aditya Arjun Reyansh Arnav Krishna Ishaan Shaurya Atharv Advik Pranav Kayaan Darsh Veer Rahul Mahesh Shyam Raj Kumar Palash Rakesh Nishant Neeraj } first_names_female = { Saanvi Aanya Aadhya Aaradhya Ananya Pari Anika Navya Diya Avani Myra Ira Aahana Shanaya Kyra Siya Priyanka Divya Mahima Shivangi Juvina Anoushka Anushri Apoorva } second_names = { Kumar Moorthi Shastri Prasad Acharya Swamy Pillai Gowda Nayak Desmukh Bhat Kulkarni Dodamani Patil Gupta Sharma Namboodiri Pannikar Potti Kutty Varma } regnal_first_names_male = { Kayaan Darsh Veer Rahul Mahesh Shaurya Atharv Advik Pranav } regnal_first_names_female = { Saanvi Aanya Aadhya Aaradhya Ananya Priyanka Divya Mahima Shivangi } regnal_second_names = { Kumar Moorthi Shastri Prasad Acharya Patil Gupta Sharma Namboodiri Pannikar Potti } }
Each custom empire may contain many character name lists such as this 1 - United Nations of Earth, for case, have 15 such lists for fifteen diverse major human ethnicities. This is why each of them has weight - if you create empire with few unlike lists of names, weight decides most the frequency of that group'southward characters actualization every bit recruitable leaders compared to others. That frequency is calculated equally follows:
Weight / Total weight of all character namelists within the empire
So for example if your empire has character namelist of 3 nationalities, Swedish, Danish and Finnish, and their weights are appropriately 15-10-5, then chance of leader with Finnish proper noun beingness generated is 5/(xv+10+5) = 5/30 = ane/six, so on average one of half dozen leaders generated within your empire will accept a Finnish name. Try to always add some regnal names - if an empire has no regnal names and happens to be a monarchy, its monarch have no names at all (they are blank). Adding some regnal names may exist necessary even if said empire is not a monarchic state, because if a rebellion happens and role of it secedes and adopts monarchic government, then its monarch will not take any names too (namelists of an empire are shared by any successor states built-in from it). Alarm - if you want to create namelist of some language with "unorthodox names", for example Korean in which first names written in Latin contain nuance, do not put them in quotation marks like starship/planet names.
first_names_male = { Min-jun Seo-jun Ha-joon Do-yun Joo-won Ye-jun Joon-woo Ji-ho Ji-hu Jun-seo Young-ho Il-sung Kyung-soo Young-chul Sung-ki Jong-yul Sang-chul Immature-hwan Byung-chul Sung-ho Sung-soo Jin-ho Jung-ho Sang-hoon Sung-min Sung-min }
^this way they will piece of work.
Other nuances [edit | edit source]
Unique diplomatic responses [edit | edit source]
If you desire for your Galactic Empire to contain unique diplomatic text while played past AI ("Welcome. I am Darth Vader and I will show you the power of the Force."), probably the simplest way to implement that is indirect one.
Become to Stellaris->localisation->dip_messages_l_english.yml, and in this file coil down a fleck - you'll meet the base game contains diplomatic responses unique for detail AI personality types. As this guide shown few steps before, adding custom AI personalities for private empires is very easy - you just need to make one for your empire, then you can give it unique diplomatic text.
To sum up, all you lot need to do is ane) Make any unique AI personality applying only for that one empire, in 00_personalities.txt 2) Write custom diplomatic text, code it (for instance GE_FRIENDLY_GREETING_03) and put in mod's localisation file 3) Go to Stellaris->diplo_phrases->00_diplo_phrases.txt, hither you tin see the mode diplomatic phrases (including unique personality phrases) appear in game and do the same for your custom empire. The end result in 00_diplo_phrases.txt would be something like that:
GALACTIC_EMPIRE_FRIENDLY_GREETING_03 trigger = { has_ai_personality = darth_vader [rest of the code]
Unique ruler titles [edit | edit source]
At the moment ruler titles are tied to government forms, impossible to set for individual empires directly. Thus the just way to add ruler titles unique for the custom empire is to requite it unique government form. Another solution if you but care almost that one empire is to but change the default ruler title in 00_governments.txt, so rulers of all empires of that authorities blazon will have changed title - later on all in game y'all only e'er encounter title of your own ruler, so if you simply play that custom empire when the mod is activated, you won't exist bothered by the fact other empires also have supposedly unique title.
Restricting human empires to item skin color or gender [edit | edit source]
If you want to brand custom human empire with or without particular skin colors or gender, doing it is fairly piece of cake. Go to Stellaris->gfx->portraits->portraits->00_portraits.txt and hither find the line portrait groups->human. Here you tin run into human being species and lawmaking which makes their pops take i of 10 portraits (5 skin colors, two genders). Let's say for case you lot wanna create Asian faction with only Asian-looking pops. In such example you lot demand to re-create code used for humans in this file, rename "human" to "human_asian" or whatever (remember to put the same codename in the advisable place in prescripted_countries.txt!), and so remove from that simple code portraits other than human_male_02 and human_female_02. As a consequence, all pops and all leaders of that empire ever generated over the grade of game will be only of "asian" variation
References [edit | edit source]
Can You Not Edit Templates Stellaris 2.0,
Source: https://stellaris.paradoxwikis.com/index.php?title=Empire_modding&veaction=edit
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