Difference between revisions of "FOCS Scripting Details"

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Contents of this document have not passed public review.  --drek
 
Contents of this document have not passed public review.  --drek
  
=Introduction=
+
=Effects=
Each tech, building, and planet special will probably be encoded as XML, including mark-up tags describing the effects of the object. Most effects have a scope (galaxy wide, empire wide, sector, system, planet). Within that scope, Effects operate on targets that fulfill any listed conditions.
+
  
In v.3, if these are the only two classes of effects:  Modify Meter and Unlock ItemAn objects can have multiple effects, but no conditions beyond what is offered by the Effect Classes.
+
Buildings, technologies, racial picks, planet specials, events, government picks, and leaders are all “Actors”Actors operate on the game world through Effects. A single Actor can have any number of Effects.
  
=Modify Meter=
+
Most effects have:
  
==Effect Name==
+
*a Target: the epicenter of an Effect’s scopeThis includes information for each object containing the target: a planet Effect would also target the planet’s system and the empire that owns the planet.
The name of the effect, mostly for internal usageEffects can share the same name, meaning they will not stack if the stacking flag is set. Effects that share names should have identical bonuses.)
+
*a Scope, defining how far the Effect reaches
 +
*Conditions, which exclude objects within Scope
 +
*Values that determine the modifications produced by the Effect on objects within Scope that have met all Conditions
  
(programming note: "sharing a name" means that they share the same StackingID.)
+
Effects can be attached to any Actor, regardless of the type of object the Effect operates on.  For example, a planet special could have Empire Effects (ie, Effects that modify values associated with empires.)
  
==Scope==
+
All Effects can impose the following conditions:
* Galaxy  The effect operates on the meters of every planet in the galaxy
+
* ‘’’Chance’’’  The percent chance that the effect occurs.  Each turn, a random roll of 1-100 is made.  If the results of this roll are lower than “Chance”, then the effect occurs.   Defaults to: 101, meaning no random roll takes place.  The effect always occurs if chance is set to “101”.
* Empire   The effect operates on the meters belonging to every planet in the empire.
+
*’’’Diplomatic Affiliation’’’  There is no diplomacy in v.3.  For now, diplomatic affiliation can be set to “self” and/or “enemy”.  If set to self, the effect will operate on objects owned by the target empire.  If set to enemy, the effect will operate on objects by other empires. 
* Sector    The effect operates on the meters belonging to the planets contained by the Target system and any planets in systems connected to the target system by a starlane or wormhole.   
+
*’’’Meter Values’’’  Note: in v.3, this only applied to planets, as other objects don’t have metersTODO
* System The effect operates on the meters belonging to the planets contained by the Target system.   
+
* ‘’’Stacking’’’ True or False. Determines whether or not the modifications produced by he effect stacks.  If the stacking flag is set to False, then the Effect is canceled if another Effect with the same name has already operated on the target in the Current TurnDefaults to: False.
* Planet The effect operates on a single planet.  
+
*’’’Visibility’’’ True or False.  If set to True, then the Effect only operates on objects not in the “Fog of War”.  Defaults to: False.
  
==Effect Affiliation==
+
==Generic Effects==
*  All: The effect influences the meters of every planet, regardless of empire affiliation.
+
These effects can be applied regardless of target type.
*  Exclusive: The effect only acts on planets owned by the target Empire. 
+
*  Friends: The effect only acts the meters of on objects owned by the target Empire and allied Empires.  (not required in v.3)
+
* Enemies: The effect only acts the meters of objects owned by empires unfriendly with the target Empire. (every empire is considered unfriendly in v.3)
+
  
==Meter==
+
===Destroy Actor===
*  Farming 
+
Used to remove events, specials, buildings, etc. from the target.
* Industry
+
*’’’List of Actors’’’ A list of events and/or specials. If conditions are met, then all Actors in this list will be removed from every object in scope.   Instead of a list of other Actors, Destroy Actor can be set to “Self”, destroying the Actor the effect is attached to.  When this Effect is set to “Self”, scope is ignored.  Defaults to: Self.
*  Mining
+
*  Science
+
*  Economic
+
*  Health  (growth of Population)
+
*  Construction (growth of Infra)
+
*  Enviroment (The results of Enviromental Preference)
+
* Security (not in v.3)
+
*  Happiness (not in v.3)
+
  
==Type of Modification==
+
===Modify Meters===
* Additive  The default.
+
Note: in v.3, only applies to planets, as other objects do not have meters.
* Multiplicative  Should be used rarely.  The Modification value is multiplied with the Multiplier of the meter.  (The Meter’s multiplier is then multiplied with the meter itself after all effects have executed.)
+
TODO
  
==Value of Modification==
+
===Spawn Actor ===
The value that is added to or multipled with the meter.  
+
Used to spawn events and specials attached to the galaxy itself.
 +
*’’’List of Actors’’’  A list of events and/or specials.  If conditions are met, then one Actor will be randomly selected from this list and then appended to the galaxy.
 +
*’’’Allow Duplicates’’’  True or False.  Determines whether or not additional Actors will be spawned.  If False, then the effect cancels if any Actor from the “List of Actors” is already attached to the target galaxy.  Defaults to: False.
 +
*’’’Spawn All’’’  True or False.  If True, then every Actor in the “List of Actors” is spawned, rather than one at random.  Defaults to: False.
  
==Stacking==
 
Does the effect stack?
 
  
==Focus Condition==
 
* None  Effect occurs regardless of planet focus
 
* Primary  Effect only occurs if the Meter being modified is set as the Primary
 
* Secondary  Effect only occurs if the Meter being modified is set as Primary or Secondary
 
  
==Infra Condition==
 
If total infrastructure is less than this value, the effect is canceled.
 
(this will probably change once an infrastucture system passes public review.)
 
  
==Enviromental Condition==
+
==Galaxy Effects==
Either None, or the Enviroment in which this effect operates:
+
Galaxy Effects operate on the entire galaxy.  In the future, the galaxy itself might have meters to operate on and test--for now, the only galaxy effects are those used to spawn and destroy events. 
  
* Terran
+
There is only one galaxy, therefore target, scope, and most conditions are irrelevant for galaxy effects.  
* Ocean
+
* Swamp
+
* Toxic
+
* Inferno
+
* Radiated
+
* Barren
+
* Turdra
+
* Desert
+
* Gaian
+
* Asteriod Field  (not used in v.3)
+
* Gas Giant        (not used in v.3)
+
  
==Description==
 
Appended to the tooltip of the affected meter.
 
  
=Unlock Item=
+
==Empire Effects==
 +
Empire effects can be used to spawn/de-spawn Actors, modify the Empire’s stockpiles, and unlock techs/buildings.  In the future, there may be empire meters to modify as well.
  
Techs, buildings, and ship parts can be unlocked.  An unlocked Tech can be researched, an unlocked building or ship part can be constructed.
+
The target of an Empire Effect is usually the empire containing the effect’s Actor.  If the Actor is attached to the galaxy or a some other object not contained by an empire, then the target is usually “none”.  If the target is “none” then the only scope possible is “Galactic”.
  
==Type==
+
Empire effects can be set to the following scopes.  A single Empire Effect can have multiple scopes  (for example, an Effect could be set to both “Self” and “Neighbors”):
The nature of the item being unlocked:
+
* ‘’’Self’’’ The target empire
* Tech A single technology
+
* ‘’’Galactic’’’ All empires in the game, excluding “Self”.
* Tech Branch An entire branch of the tech tree.
+
* ‘’’Neighbors’’’ All empires sharing a border with the target
* Building
+
* Ship Part  (in version v.3, ship "parts" are scout, colony, mark I-V)
+
  
==ItemID==
+
Every Empire Effect can have the following condition:
The unique name of the item being unlocked.
+
*’’’Stockpile Values’’’  A listing of values for resource types, a flag set to “Min” or “Max” for each resource type listed, and a “Chance Scale” for each resource type listed.  If the flag is set to “Min”, then each resource stockpile must be greater than or equal to the values listed or the effect cancels.    If the flag is set to “Max”, then each stockpile must be lesser than or equal to the values listed or the effect cancels.
  
==Duration==
+
===Empire: Learn Technology===
* Permanent The item remains unlocked for the entire game.
+
Sets a list of technologies to “Researched”.  
* Life of Effect When the effect is destoyed, the item returns to being lockedFor example, if a buiding that opens up a special part of the tech tree is lost, that branch of the tree would be closed for research.
+
*’’’List of Techs’’’
 +
*’’’Un-Learn’’’ True or False.  If True, every tech in the “List of Techs” is set to “Un-researched”Defaults to: False.
  
 +
===Empire: Modify Stockpile===
 +
Adds or subtracts from the empire's stockpiles.
 +
*’’’Stockpiles’’’ A list of stockpiles to operate on.
 +
*’’’Modification Type’’’  A flag set to “Additive” or “Multiplicative”.  If Additive, the Modification Value is added to the stockpile.  If “Multiplicative”, the value is multiplied with the stockpile’s multiplier.  After all effects have executed, the multipliers are applied to their associated stockpiles.
 +
* ‘’’Modification Value’’’ The number to add to/multiple with the stockpile.
  
=Examples=
+
===Empire:  Unlock Item===
 +
Unlocks a tech, tech tree branch, building, ship-part or government pick.  Unlocked items can then be researched (if a tech) or built (if a ship-part or building) empire-wide.  Note: in v3, the “ship-parts” are: Scout, MarkI-V, and Colony Ship.
 +
*’’’List of Objects’’’  A list of items to unlock.
 +
*’’’Re-lock’’’  True or False.  If True the effect re-locks all every object in the “List of Objects”.  Defaults to: False.
  
==Universal University==
+
==Region Effects==
(building)
+
A region is a span of star systems, such a political region or a nebula containing star systems.  There are no regions in v.3.  In the future, effects might spawn/destroy Actors attached to Regions.
The Universal University offers a quality education to budding young science geeks.
+
  
The U.U. has two effects:
+
==System Effects==
 +
System effects can be used to spawn/de-spawn Actors attached to star systems, or modify the star itself.
 +
 +
The “system target” of a System Effect is usually the system containing the effect’s Actor.   If the Actor is attached to the galaxy, empire, region or a some other object not contained by system, then the target is usually “none”.  System Effects also have a “target empire”; unless explicitly overridden this should be the empire that owns the effect’s Actor.  In the future, System Effects might have “target regions” as well.
  
===Advanced Education===
+
System effects can be set to the following scopes.  A single effect can have multiple scopes:
* Scope: Empire
+
* ‘’’Self’’’  The target system
* Affliation: Exclusive
+
* ‘’’Galactic’’’  All systems in the game, excluding the target system
* Meter: Science
+
* “Neighbors”  All systems that are a certain distance away from the target system. The distance condition determines how far the effect reaches.
* Type of Modification: Additive
+
*’’’Neighbors by Starlane Hop” All systems that are a certain number of starlane hops away from the target system.  The number of hops is determined by the distance condition.
* Value of Modification: +1
+
* Stacking: Does not stack
+
* Focus Condition: None
+
* Infra Condition: 5
+
* Enviro Condition: None
+
* Description: +1 Science to Developed worlds from Universal University
+
  
===Science Inspiration===
+
Every System Effect can have following conditions:
* Scope: Sector
+
*’’’Distance’’’  A number, used by scope. 
* Affliation: Friends
+
*’’’Star Color’’’  A listing of star colors.  If a star’s color is not contained in the list, the effect will cancel.
* Meter: Science
+
* Type of Modification: Additive
+
* Value of Modification: +1
+
* Stacking: Does not stack
+
* Focus Conditions: Primary
+
* Infra Conitions: 5
+
* Enviro Condidtion: None
+
* Description: +1 Research to Developed Science worlds, due to a nearby Universal University
+
  
==Ocean Survival==
+
===System: Modify Color===
(Tech)
+
Used to change the color of all stars in scope that have met conditions. 
Your empire has developed methods of surviving and exploiting Ocean worlds.
+
*’’’Star Color’’’ The color to set.  Default is yellow.
  
Two effects:
+
===System: Modify Planet Slot===
===Floating Platforms===
+
Used to add/delete planets to systems. 
* Scope: Empire
+
*’’’Planet Slot’’’  The planet slot (1-10) to modify.  Default is 1.
* Affliation: Exclusive
+
*’’’Environment’’’ The environment of the planet.  Setting Environment to None deletes any existing planet.  Default is barren.
* Meter: Enviroment
+
*’’’Size’’’ The size of the planet.  Setting size to None deletes any existing planet.
* Type of Modification: Additive
+
*’’’Colony’’’ The empire to give the world to.  Starts as a new colony.  Default is None.  If None, the planet has no new colony.  Default is average.
* Value of Modification: +2
+
*’’’Overwrite’’’ True or False.  If False, the Effect. will only modify empty Planet slots.  Default is False.
* Stacking: Does not stack
+
* Focus Condition: None
+
* Infra Condition: None
+
* Enviro Condition: Ocean
+
* Description: +2 Enviroment from Ocean Survival
+
  
===Fish n' Chips===
+
TO-DO: Figure out if it’s feasible/desirable to muck with starlanes/wormholes.
* Scope: Empire
+
* Affliation: Exclusive
+
* Meter: Farming
+
* Type of Modification: Additive
+
* Value of Modification: +1
+
* Stacking: Does not stack
+
* Focus Condition: Secondary
+
* Infra Condition: 1
+
* Enviro Condition: Ocean
+
* Description: +1 Food to Ocean Farming Worlds from Ocean Survial
+
  
==Hostile Microcobes==
+
==Planet Effects==
(Planet Special)
+
Planet effects can be used to spawn/de-spawn Actors attached to planets (including buildings), modify the meters of colonized worlds, unlock buildings/ship-parts and change the environment.
Nasty little one celled horrors have proven resistant to extermination.
+
 +
The “planet target” of a Planet Effect is usually the planet containing the effect’s Actor.  If the Actor is attached to the galaxy, empire, region or a some other object not contained by a planet, then the planet target is usually “none”.  Planet Effects also have a “target empire” and “target system”.
  
Two effects:
+
Planet effects can be set to the following scopes.  A single effect can have multiple scopes:
===Sickness===
+
* ‘’’Self’’’  The target planet
* Scope: Planet
+
* ‘’’Galactic’’’  All planets in the game, excluding the target planet
* Affliation: Exclusive
+
* “Neighbors”  All planets in systems that are a certain distance away from the target system.  The distance condition determines how far the effect reaches.  Setting distance to “0” will include all planets in the target system.
* Meter: Health
+
*’’’Neighbors by Starlane Hop”  All planets in systems that are a certain number of starlane hops away from the target system.  The number of hops is determined by the distance condition.  Setting distance to “0” will include all planets in the target system.
* Type of Modification: Additive
+
* Value of Modification: -1
+
* Stacking: Stacks
+
* Focus Condition: None
+
* Infra Condition: 0
+
* Enviro Condition: None
+
* Description: -1 Health due to the Hostile Microcobes
+
  
===Hostile Biology===
+
Every Planet Effect can have following conditions:
* Scope: Planet
+
*’’’Distance’’’  A number, used by scope.  Default is 0.
* Affliation: Exclusive
+
*’’’Enviroment’’’ A list of planet environments, sizes, and environmental preferences.    If a planet’s size, environment, or current environmental preference rating do not appear on the list, then the effect is canceled. 
* Meter: Enviroment
+
*TODO
* Type of Modification: Additive
+
* Value of Modification: -2
+
* Stacking: Does not stack
+
* Focus Condition: None
+
* Infra Condition: 0
+
* Enviro Condition: None
+
* Description: -2 Enviroment, because this planet's life hates you
+
  
 +
===Planet: Modify Environment===
 +
Used to change the environment and size of all planets within scope.
 +
*’’’Environment’’’ The environment to set.  If set to “None” the planet is destroyed.  If set to “NoEffect” the planet’s current enviroment is maintained.  Default is NoEffect.
 +
*’’’Size’’’ The size to set.  If set to “None” the planet is destroyed.  If set to “NoEffect” the planet’s current size is maintained.  Default is NoEffect.
  
 +
===Planet: Unlock Item===
 +
Unlocks a tech, tech tree branch, building, ship-part or government pick.  Unlocked items can then be researched (if a tech) or built (if a ship-part or building) on the effected planets. 
 +
*’’’List of Objects’’’  A list of items to unlock.
 +
*’’’Re-lock’’’  True or False.  If True the effect re-locks all every object in the “List of Objects”.  Defaults to: False.
  
=Future Effects=
+
==Ship Effects==
There will be more Effect Classes in future versions, possibly including:
+
In the future, it will be possible to spawn and destroy ships and modify the properties of ships via modify meters.
  
==Modify ShipPart==
+
TODO
A modification of ship parts, improving or penalizing various stats. 
+
 
+
This is meant for techs that refine parts, or buildings that give bonuses to certain unit types.
+
 
+
==Modify Infrastructure==
+
Directly effects the infrastructure (ie, Current Meter) of a planet, rather than the Max Meter.  Useful for events like bombings or earthquakes.
+

Revision as of 18:11, 20 July 2004

Unofficial

Contents of this document have not passed public review. --drek

Effects

Buildings, technologies, racial picks, planet specials, events, government picks, and leaders are all “Actors”. Actors operate on the game world through Effects. A single Actor can have any number of Effects.

Most effects have:

  • a Target: the epicenter of an Effect’s scope. This includes information for each object containing the target: a planet Effect would also target the planet’s system and the empire that owns the planet.
  • a Scope, defining how far the Effect reaches
  • Conditions, which exclude objects within Scope
  • Values that determine the modifications produced by the Effect on objects within Scope that have met all Conditions

Effects can be attached to any Actor, regardless of the type of object the Effect operates on. For example, a planet special could have Empire Effects (ie, Effects that modify values associated with empires.)

All Effects can impose the following conditions:

  • ‘’’Chance’’’ The percent chance that the effect occurs. Each turn, a random roll of 1-100 is made. If the results of this roll are lower than “Chance”, then the effect occurs. Defaults to: 101, meaning no random roll takes place. The effect always occurs if chance is set to “101”.
  • ’’’Diplomatic Affiliation’’’ There is no diplomacy in v.3. For now, diplomatic affiliation can be set to “self” and/or “enemy”. If set to self, the effect will operate on objects owned by the target empire. If set to enemy, the effect will operate on objects by other empires.
  • ’’’Meter Values’’’ Note: in v.3, this only applied to planets, as other objects don’t have meters. TODO
  • ‘’’Stacking’’’ True or False. Determines whether or not the modifications produced by he effect stacks. If the stacking flag is set to False, then the Effect is canceled if another Effect with the same name has already operated on the target in the Current Turn. Defaults to: False.
  • ’’’Visibility’’’ True or False. If set to True, then the Effect only operates on objects not in the “Fog of War”. Defaults to: False.

Generic Effects

These effects can be applied regardless of target type.

Destroy Actor

Used to remove events, specials, buildings, etc. from the target.

  • ’’’List of Actors’’’ A list of events and/or specials. If conditions are met, then all Actors in this list will be removed from every object in scope. Instead of a list of other Actors, Destroy Actor can be set to “Self”, destroying the Actor the effect is attached to. When this Effect is set to “Self”, scope is ignored. Defaults to: Self.

Modify Meters

Note: in v.3, only applies to planets, as other objects do not have meters. TODO

Spawn Actor

Used to spawn events and specials attached to the galaxy itself.

  • ’’’List of Actors’’’ A list of events and/or specials. If conditions are met, then one Actor will be randomly selected from this list and then appended to the galaxy.
  • ’’’Allow Duplicates’’’ True or False. Determines whether or not additional Actors will be spawned. If False, then the effect cancels if any Actor from the “List of Actors” is already attached to the target galaxy. Defaults to: False.
  • ’’’Spawn All’’’ True or False. If True, then every Actor in the “List of Actors” is spawned, rather than one at random. Defaults to: False.



Galaxy Effects

Galaxy Effects operate on the entire galaxy. In the future, the galaxy itself might have meters to operate on and test--for now, the only galaxy effects are those used to spawn and destroy events.

There is only one galaxy, therefore target, scope, and most conditions are irrelevant for galaxy effects.


Empire Effects

Empire effects can be used to spawn/de-spawn Actors, modify the Empire’s stockpiles, and unlock techs/buildings. In the future, there may be empire meters to modify as well.

The target of an Empire Effect is usually the empire containing the effect’s Actor. If the Actor is attached to the galaxy or a some other object not contained by an empire, then the target is usually “none”. If the target is “none” then the only scope possible is “Galactic”.

Empire effects can be set to the following scopes. A single Empire Effect can have multiple scopes (for example, an Effect could be set to both “Self” and “Neighbors”):

  • ‘’’Self’’’ The target empire
  • ‘’’Galactic’’’ All empires in the game, excluding “Self”.
  • ‘’’Neighbors’’’ All empires sharing a border with the target

Every Empire Effect can have the following condition:

  • ’’’Stockpile Values’’’ A listing of values for resource types, a flag set to “Min” or “Max” for each resource type listed, and a “Chance Scale” for each resource type listed. If the flag is set to “Min”, then each resource stockpile must be greater than or equal to the values listed or the effect cancels. If the flag is set to “Max”, then each stockpile must be lesser than or equal to the values listed or the effect cancels.

Empire: Learn Technology

Sets a list of technologies to “Researched”.

  • ’’’List of Techs’’’
  • ’’’Un-Learn’’’ True or False. If True, every tech in the “List of Techs” is set to “Un-researched”. Defaults to: False.

Empire: Modify Stockpile

Adds or subtracts from the empire's stockpiles.
  • ’’’Stockpiles’’’ A list of stockpiles to operate on.
  • ’’’Modification Type’’’ A flag set to “Additive” or “Multiplicative”. If Additive, the Modification Value is added to the stockpile. If “Multiplicative”, the value is multiplied with the stockpile’s multiplier. After all effects have executed, the multipliers are applied to their associated stockpiles.
  • ‘’’Modification Value’’’ The number to add to/multiple with the stockpile.

Empire: Unlock Item

Unlocks a tech, tech tree branch, building, ship-part or government pick. Unlocked items can then be researched (if a tech) or built (if a ship-part or building) empire-wide. Note: in v3, the “ship-parts” are: Scout, MarkI-V, and Colony Ship.

  • ’’’List of Objects’’’ A list of items to unlock.
  • ’’’Re-lock’’’ True or False. If True the effect re-locks all every object in the “List of Objects”. Defaults to: False.

Region Effects

A region is a span of star systems, such a political region or a nebula containing star systems. There are no regions in v.3. In the future, effects might spawn/destroy Actors attached to Regions.

System Effects

System effects can be used to spawn/de-spawn Actors attached to star systems, or modify the star itself.

The “system target” of a System Effect is usually the system containing the effect’s Actor. If the Actor is attached to the galaxy, empire, region or a some other object not contained by system, then the target is usually “none”. System Effects also have a “target empire”; unless explicitly overridden this should be the empire that owns the effect’s Actor. In the future, System Effects might have “target regions” as well.

System effects can be set to the following scopes. A single effect can have multiple scopes:

  • ‘’’Self’’’ The target system
  • ‘’’Galactic’’’ All systems in the game, excluding the target system
  • “Neighbors” All systems that are a certain distance away from the target system. The distance condition determines how far the effect reaches.
  • ’’’Neighbors by Starlane Hop” All systems that are a certain number of starlane hops away from the target system. The number of hops is determined by the distance condition.

Every System Effect can have following conditions:

  • ’’’Distance’’’ A number, used by scope.
  • ’’’Star Color’’’ A listing of star colors. If a star’s color is not contained in the list, the effect will cancel.

System: Modify Color

Used to change the color of all stars in scope that have met conditions.

  • ’’’Star Color’’’ The color to set. Default is yellow.

System: Modify Planet Slot

Used to add/delete planets to systems.

  • ’’’Planet Slot’’’ The planet slot (1-10) to modify. Default is 1.
  • ’’’Environment’’’ The environment of the planet. Setting Environment to None deletes any existing planet. Default is barren.
  • ’’’Size’’’ The size of the planet. Setting size to None deletes any existing planet.
  • ’’’Colony’’’ The empire to give the world to. Starts as a new colony. Default is None. If None, the planet has no new colony. Default is average.
  • ’’’Overwrite’’’ True or False. If False, the Effect. will only modify empty Planet slots. Default is False.

TO-DO: Figure out if it’s feasible/desirable to muck with starlanes/wormholes.

Planet Effects

Planet effects can be used to spawn/de-spawn Actors attached to planets (including buildings), modify the meters of colonized worlds, unlock buildings/ship-parts and change the environment.

The “planet target” of a Planet Effect is usually the planet containing the effect’s Actor. If the Actor is attached to the galaxy, empire, region or a some other object not contained by a planet, then the planet target is usually “none”. Planet Effects also have a “target empire” and “target system”.

Planet effects can be set to the following scopes. A single effect can have multiple scopes:

  • ‘’’Self’’’ The target planet
  • ‘’’Galactic’’’ All planets in the game, excluding the target planet
  • “Neighbors” All planets in systems that are a certain distance away from the target system. The distance condition determines how far the effect reaches. Setting distance to “0” will include all planets in the target system.
  • ’’’Neighbors by Starlane Hop” All planets in systems that are a certain number of starlane hops away from the target system. The number of hops is determined by the distance condition. Setting distance to “0” will include all planets in the target system.

Every Planet Effect can have following conditions:

  • ’’’Distance’’’ A number, used by scope. Default is 0.
  • ’’’Enviroment’’’ A list of planet environments, sizes, and environmental preferences. If a planet’s size, environment, or current environmental preference rating do not appear on the list, then the effect is canceled.
  • TODO

Planet: Modify Environment

Used to change the environment and size of all planets within scope.

  • ’’’Environment’’’ The environment to set. If set to “None” the planet is destroyed. If set to “NoEffect” the planet’s current enviroment is maintained. Default is NoEffect.
  • ’’’Size’’’ The size to set. If set to “None” the planet is destroyed. If set to “NoEffect” the planet’s current size is maintained. Default is NoEffect.

Planet: Unlock Item

Unlocks a tech, tech tree branch, building, ship-part or government pick. Unlocked items can then be researched (if a tech) or built (if a ship-part or building) on the effected planets.

  • ’’’List of Objects’’’ A list of items to unlock.
  • ’’’Re-lock’’’ True or False. If True the effect re-locks all every object in the “List of Objects”. Defaults to: False.

Ship Effects

In the future, it will be possible to spawn and destroy ships and modify the properties of ships via modify meters.

TODO