Here's a few of those I made myself :
Beautiful Landscapes : Influence flat bonus, whatever the focus.
Code: Select all
Special
name = "BEAUTIFUL_LANDSCAPE_SPECIAL"
description = "BEAUTIFUL_LANDSCAPE_SPECIAL_DESC"
stealth = 0
spawnrate = 1.0
spawnlimit = 9999
location = And [
Planet
Not Capital
Not Planet type = [Asteroids GasGiant]
]
effectsgroups =
EffectsGroup
scope = Source
activation = Not Population high = 0
// priority = [[LATE_PRIORITY]]
effects = [
SetTargetInfluence value = Value + 2
]
graphic = "icons/specials_huge/beautiful_landscape.png"
#include "/scripting/common/priorities.macros"
Thoughtspore : Influence bonus based on population, works only if the planet is set to Influence (designed when Influence production was a flat +3, it's maybe less relevant now) :
Code: Select all
Special
name = "BEAUTIFUL_LANDSCAPE_SPECIAL"
description = "BEAUTIFUL_LANDSCAPE_SPECIAL_DESC"
stealth = 0
spawnrate = 1.0
spawnlimit = 9999
location = And [
Planet
Not Capital
Not Planet type = [Asteroids GasGiant]
]
effectsgroups =
EffectsGroup
scope = Source
activation = Not Population high = 0
// priority = [[LATE_PRIORITY]]
effects = [
SetTargetInfluence value = Value + 2
]
graphic = "icons/specials_huge/beautiful_landscape.png"
#include "/scripting/common/priorities.macros"
Arrakis Wheat : gives small population bonus to Organic Species on the planet itself. Also, if set to Influence, gives a per-population bonus to Influence-focused planets occupied by Telepathic Species.
Maybe should be renamed to Space Cake if Arrakis is copyrighted ?
Also designed when the Influence Production was not population-related.
Maybe a bit too powerful for Telepathic species, though since they have been somewhat nerfed (Triple cost for Psionics and change of mechanism for Deep Thought Computing) maybe it's not that much of a problem ?
Note that it's half the bonus given to Artistic Species with Artisan Workshops...
Also, it brings quite interesting strategies, as an Empire relying too much on it for Influence Production would be vulnerable to sudden disruption of the supply of Arrakis Wheat, being put quickly into Influence deficit.
Code: Select all
Special
name = "ARRAKIWHEAT_SPECIAL"
description = "ARRAKIWHEAT_SPECIAL_DESC"
stealth = 0
spawnrate = 5.0
spawnlimit = 5
location = And [
Planet
Not Planet type = [Asteroids GasGiant]
Not ContainedBy And [
System
Contains Capital
]
Not WithinStarlaneJumps jumps = 2 condition = And [
System
Contains And [
Planet
OwnedBy affiliation = AnyEmpire
]
]
]
effectsgroups = [
EffectsGroup
scope = And [
Planet
OwnedBy empire = Source.Owner
Focus type = "FOCUS_INFLUENCE"
HasTag name = "TELEPATHIC"
ResourceSupplyConnected empire = Source.Owner condition = Source
]
activation = Focus type = "FOCUS_GROWTH"
stackinggroup = "ARRAKIWHEAT_STACK"
effects = SetTargetInfluence value = Value + Target.Population * 0.1
EffectsGroup
description = "GROWTH_SPECIAL_POPULATION_ORGANIC_INCREASE"
scope = And [
Source
HasTag name = "ORGANIC"
]
stackinggroup = "ARRAKIWHEAT_STACK"
priority = [[TARGET_POPULATION_AFTER_SCALING_PRIORITY]]
effects = SetTargetPopulation value = Value + 1 * Target.HabitableSize // Provides the bonus locally, no matter the focus
[[CHANCE_OF_GUARD_2]]
]
graphic = "icons/specials_huge/arrakiswheat.png"
#include "monster_guard.macros"
#include "/scripting/common/base_prod.macros"
#include "/scripting/common/priorities.macros"
It needs adding the Special to the list of things that allow the Growth focus in the focus.macro :
Code: Select all
HasSpecial name = "ARRAKIWHEAT_SPECIAL"
Equatorial Mount Olympus : big Supply bonus when a Space Elevator is built on the planet.
In my test games it never was that important (since when Space Elevators appear in the game, Supply is usually not a real problem anymore) but in Multi-player and with the new Influence mechanisms that limit number of planets, that can be interesting.
Code: Select all
Special
name = "EQUATORIAL_MOUNT_OLYMPUS_SPECIAL"
description = "EQUATORIAL_MOUNT_OLYMPUS_SPECIAL_DESC"
stealth = 0
spawnrate = 1.0
spawnlimit = 9999
location = And [
Planet
Not Capital
Not Planet type = [Asteroids GasGiant]
Not HasSpecial name = "EQUATORIAL_CANYON_SPECIAL"
]
effectsgroups =
EffectsGroup
scope = Source
activation = And [
Not Population high = 0
Contains Building name = "BLD_SPACE_ELEVATOR"
]
// priority = [[LATE_PRIORITY]]
effects = SetMaxSupply value = Value + 3
graphic = "icons/specials_huge/MountOlympus.png"
#include "/scripting/common/priorities.macros"
Equatorial Canyons : Big Supply bonus when on Logistics focus.
Code: Select all
Special
name = "EQUATORIAL_CANYON_SPECIAL"
description = "EQUATORIAL_CANYON_SPECIAL_DESC"
stealth = 0
spawnrate = 1.0
spawnlimit = 9999
location = And [
Planet
Not Capital
Not Planet type = [Asteroids GasGiant Ocean]
Not HasSpecial name = "EQUATORIAL_MOUNT_OLYMPUS_SPECIAL"
]
effectsgroups = [
EffectsGroup
scope = And [
Source
Focus type = "FOCUS_LOGISTICS"
// priority = [[LATE_PRIORITY]]
]
effects = SetMaxSupply value = Value + 2
]
graphic = "icons/specials_huge/EquatorialCanyons.png"
#include "/scripting/common/priorities.macros"
Sunken Juggernaut : like the Kraken in the Ice, hides a Fossile version of the Juggernaut.
Code: Select all
Special
name = "SUNKEN_JUGGERNAUT_SPECIAL"
description = "SUNKEN_JUGGERNAUT_SPECIAL_DESC"
stealth = 25
spawnrate = 12.0
spawnlimit = 5
location = And [
Planet
Planet type = [Swamp Ocean]
Not WithinStarlaneJumps jumps = 6 condition = And [
System
Contains And [
Planet
OwnedBy affiliation = AnyEmpire
]
]
]
graphic = "icons/monsters/kraken-5.png"
Here's the Emerged Juggernaut's body :
Code: Select all
Hull
name = "SH_EMERGED_JUGGERNAUT_BODY"
description = "SH_EMERGED_JUGGERNAUT_BODY_DESC"
speed = 30
fuel = 100
NoDefaultFuelEffect
stealth = 5
structure = 700
slots = [
Slot type = External position = (0.35, 0.70)
Slot type = External position = (0.65, 0.75)
Slot type = External position = (0.95, 0.65)
Slot type = External position = (0.18, 0.30)
Slot type = Internal position = (0.78, 0.35)
Slot type = Internal position = (0.37, 0.40)
Slot type = Internal position = (0.58, 0.40)
]
buildcost = 1
buildtime = 1
Unproducible
tags = [ "PEDIA_HULL_MONSTER_JUGGERNAUT" ]
location = All
effectsgroups = [
[[HUNT_BUILDINGS]]
[[MONSTER_MOVE_ALWAYS]]
[[EXCELLENT_VISION]]
[[INFINITE_FUEL]]
[[ADD_HULL_FUEL_TO_MAX_FUEL_METER]]
[[MONSTER_SHIELD_REGENERATION]]
]
icon = ""
graphic = "icons/monsters/sunkenjuggernaut.png"
#include "monster.macros"
#include "../ship_hulls.macros"
and design :
Code: Select all
ShipDesign
name = "SM_EMERGED_JUGGERNAUT"
uuid = "08a58b08-0929-496d-84fc-fba91424ca35"
description = "SM_EMERGED_JUGGERNAUT_DESC"
hull = "SH_EMERGED_JUGGERNAUT_BODY"
parts = [
"SR_SPINES"
"SR_JAWS"
"SR_SPINES"
"FT_BAY_KRILL"
"FT_HANGAR_KRILL"
"ST_COATING_GG"
"SH_DEFLECTOR"
]
icon = "icons/monsters/sunkenjuggernaut.png"
model = "seed"
It needs also to modify the code of the Xenoresurrection Lab by adding this to it :
Code: Select all
EffectsGroup
scope = And [
Object id = Source.PlanetID
Planet
HasSpecial name = "SUNKEN_JUGGERNAUT_SPECIAL"
]
activation = OwnerHasTech name = "SHP_DOMESTIC_MONSTER"
effects = [
CreateShip designname = "SM_EMERGED_JUGGERNAUT" empire = Source.Owner
RemoveSpecial name = "SUNKEN_JUGGERNAUT_SPECIAL"
GenerateSitRepMessage
message = "EFFECT_SUNKEN_JUGGERNAUT_RESURRECTED"
label = "EFFECT_SUNKEN_JUGGERNAUT_RESURRECTED_LABEL"
icon = "icons/monsters/sunkenjuggernautng"
parameters = [
tag = "planet" data = Source.PlanetID
tag = "ship" data = Target.ID
]
empire = Source.Owner
]
I've tried Methane Pockets that would basically be permanent Derelict Tankers, but I can't make the FOCS code work :
Code: Select all
Special
name = "METHANE_POCKETS_SPECIAL"
description = "METHANE_POCKETS_SPECIAL_DESC"
stealth = 0
spawnrate = 1.0
spawnlimit = 100
location = And [
Planet
Planet type = [Tundra]
Not Capital
]
effectsgroups = [
EffectsGroup
scope = And [
Ship
OnPlanet id = Source.PlanetID
OwnedBy affiliation = AnyEmpire
]
activation = And [
System
Contains And [
Ship
OwnedBy affiliation = AnyEmpire
]
]
effects = [
AddSpecial name = "METHANE_POCKETS_SPECIAL"
GenerateSitRepMessage
message = "EFFECT_METHANE_POCKETS_FUEL"
label = "EFFECT_DERELICT_FUEL_LABEL"
icon = "icons/meter/fuel.png"
parameters = [
tag = "system" data = Source.ID
tag = "special" data = "METHANE_POCKETS_SPECIAL"
]
empire = Target.Owner
]
EffectsGroup
scope = And [
Source
Ship
]
effects = [
SetFuel value = Value + 100
RemoveSpecial name = "METHANE_POCKETS_SPECIAL"
]
]
graphic = "icons/specials_huge/derelict.png"
Also Asteroid Fungus, that refuel Organic Ships at a rate of 1 per turn, but also the FOCS code doesn't work :
Code: Select all
Special
name = "ASTEROID_FUNGUS_SPECIAL"
description = "ASTEROID_FUNGUS_SPECIAL_DESC"
stealth = 0
spawnrate = 5.0
spawnlimit = 100
location = And [
Planet
Planet type = Asteroids
Not Capital
]
effectsgroups = [
EffectsGroup
scope = And [
Ship
OnPlanet id = Source.PlanetID
OwnedBy affiliation = AnyEmpire
]
activation = And [
System
Contains And [
Ship HasTag name = "ORGANIC_HULL"
OwnedBy affiliation = AnyEmpire
]
]
effects = [
AddSpecial name = "ASTEROID_FUNGUS_SPECIAL"
GenerateSitRepMessage
message = "EFFECT_ASTEROID_FUNGUS_FUEL"
label = "EFFECT_DERELICT_FUEL_LABEL"
icon = "icons/meter/fuel.png"
parameters = [
tag = "system" data = Source.ID
tag = "special" data = "ASTEROID_FUNGUS_SPECIAL"
]
empire = Target.Owner
]
EffectsGroup
scope = And [
Source
Ship
]
stackinggroup = "ASTEROID_FUNGUS_REFUEL"
effects = [
SetFuel value = Value + 1
RemoveSpecial name = "ASTEROID_FUNGUS_SPECIAL"
]
]
graphic = "icons/specials_huge/asteroidfungus.png"
Here's the corresponding Stringtables :
Code: Select all
ARRAKIWHEAT_SPECIAL
Arrakis Wheat
ARRAKIWHEAT_SPECIAL_DESC
This wild plant gives telepathic species a boost to their psychic ability to soothe other sentient beings even at great distance
EQUATORIAL_CANYON_SPECIAL
Equaorial Canyons Structure
EQUATORIAL_CANYON_SPECIAL_DESC
The very wide array of canyons of this planet allows easy stockage and transportation of goods and makes this planet a very efficient logistic base.
EQUATORIAL_MOUNT_OLYMPUS_SPECIAL
Equatorial Mount Olympus
EQUATORIAL_MOUNT_OLYMPUS_SPECIAL_DESC
The presence of a gigantic peak on the Equator renders a Space Elevator much more efficient on this planet.
SUNKEN_JUGGERNAUT_SPECIAL
Sunken Juggernaut
SUNKEN_JUGGERNAUT_SPECIAL_DESC
'''In a remote past, one prehistoric ancestor of the Juggernaut Space Monster fell on this planet in a cataclysmic event and sunk underwater, getting buried in the mud as eons passed.
With the knowledge of the technologies [[tech SHP_DOMESTIC_MONSTER]] and [[tech LRN_XENOARCH]], the [[predefinedshipdesign SM_EMERGED_JUGGERNAUT]] can be resurrected and controlled by building a [[buildingtype BLD_XENORESURRECTION_LAB]] on this planet.'''
EFFECT_SUNKEN_JUGGERNAUT_RESURRECTED
At %planet%: a [[predefinedshipdesign SM_EMERGED_JUGGERNAUT]], the %ship%, has been resurrected and is ready for service.
EFFECT_SUNKEN_JUGGERNAUT_RESURRECTED_LABEL
Monster Resurrected
SM_EMERGED_JUGGERNAUT
Emerged Juggernaut
SM_EMERGED_JUGGERNAUT_DESC
The Juggernaut that emerged from the mud is an ancient form of the modern specie. Its body is lighter, which allows him to hide in Gas Giants. It has quite formidable defenses for itself, but also developed a symbiotic relationship with prehistoric Krill that help compensate for its lack of agility.
BEAUTIFUL_LANDSCAPE_SPECIAL
Magnificent Landscape
BEAUTIFUL_LANDSCAPE_SPECIAL_DESC
This planet has absolutely stunning landscape, its mere existence and the hope to one day be able to stroll its beauty is enough to help the Empire's cohesion.
THOUGHTSPORE_SPECIAL
Thoughtspore
THOUGHTSPORE_SPECIAL_DESC
This planet harbors a weird natural organism, who resonates with the minds of the planet's inhabitants. This resonance makes them very efficient at tacking administrative, organisational and social problems.
METHANE_POCKETS_SPECIAL
Methane Pockets
METHANE_POCKETS_SPECIAL_DESC
Some methane pockets are hidden under the ice. A ship stopping here can easily refuel.
EFFECT_METHANE_POCKETS_FUEL
At %system% ships refueled themselves from the abundant methane pockets
ASTEROID_FUNGUS_SPECIAL_DESC
Some extremophile fungus are able to live on these asteroids, and constitutes a refuel source for Organic ships.
ASTEROID_FUNGUS_SPECIAL
Asteroid Fungus
EFFECT_ASTEROID_FUNGUS_FUEL
At %system% ships refueled themselves partially from the abundant %special%
(all work is on GPL 3)