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	bm: add "Void Machines" civic, machine version of "Void Hive"
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								better_mi/common/governments/civics/~01_bm_civics.txt
									
									
									
									
									
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								better_mi/common/governments/civics/~01_bm_civics.txt
									
									
									
									
									
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civic_bm_void_machines = {
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	playable = { has_lithoids = yes }
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	ai_playable = { has_lithoids = yes }
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	description = civic_tooltip_void_hive_effects
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	potential = {
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		authority = { value = auth_machine_intelligence }
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	}
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	random_weight = {
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		base = @civic_default_random_weight
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	}
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	ai_weight = {
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		base = @ai_civic_default_base_weight
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	}
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	modifier = {
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		megastructures_cost_mult = -0.05
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		megastructure_build_speed_mult = 0.1
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		councilor_gestalt_growth_exp_gain = @gestalt_civic_node_xp_rate
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	}
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}
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								better_mi/common/on_actions/~bm_on_actions.txt
									
									
									
									
									
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								better_mi/common/on_actions/~bm_on_actions.txt
									
									
									
									
									
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on_monthly_pulse_country = {
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	events = {
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		bm.1
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	}
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}
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										93
									
								
								better_mi/common/ship_sizes/~bm_ship_sizes.txt
									
									
									
									
									
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								better_mi/common/ship_sizes/~bm_ship_sizes.txt
									
									
									
									
									
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mining_station = {
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	max_speed = 0.0
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	acceleration = 0.0
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	rotation_speed = 0.0
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	max_hitpoints = @station_civilian_hp
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	modifier = {
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		ship_armor_add = 1000
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		ship_evasion_mult = -1
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	}
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	size_multiplier = 1
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	fleet_slot_size = 1
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	section_slots = { "mid" = { locator = "part1" } }
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	num_target_locators = 0
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	is_space_station = yes
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	build_block_radius = @build_block_radius_civilian
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	is_civilian = no
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	components_add_to_cost = no
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	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
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	prerequisites = { "tech_space_construction" }
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	class = shipclass_mining_station
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	is_designable = no
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	valid_target_aggressive_stance = no
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	auto_upgrade = yes
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	resources = {
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		category = station_gatherers
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		cost = {
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			minerals = 100
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		}
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		cost = {
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			trigger = {
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				from = {
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					OR = {
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                        has_valid_civic = civic_void_hive
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                        has_valid_civic = civic_bm_void_machines
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                    }
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				}
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			}
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			unity = 10
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		}
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		upkeep = {
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			energy = 1
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		}
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	}
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}
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research_station = {
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	max_speed = 0.0
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	acceleration = 0.0
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	rotation_speed = 0.0
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	max_hitpoints = @station_civilian_hp
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	modifier = {
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		ship_armor_add = 1000
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		ship_evasion_mult = -1
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	}
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	size_multiplier = 1
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	fleet_slot_size = 1
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	section_slots = { "mid" = { locator = "part1" } }
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	num_target_locators = 1
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	is_space_station = yes
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	build_block_radius = @build_block_radius_civilian
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	is_civilian = no
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	components_add_to_cost = no
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	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
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	prerequisites = { "tech_space_construction" }
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	class = shipclass_research_station
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	is_designable = no
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	valid_target_aggressive_stance = no
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	auto_upgrade = yes
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	resources = {
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		category = station_researchers
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		cost = {
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			minerals = 100
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		}
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		cost = {
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			trigger = {
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				from = {
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					OR = {
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                        has_valid_civic = civic_void_hive
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                        has_valid_civic = civic_bm_void_machines
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                    }
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				}
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			}
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			unity = 10
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		}
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		upkeep = {
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			energy = 1
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		}
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	}
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}
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										46
									
								
								better_mi/events/~bm_events.txt
									
									
									
									
									
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								better_mi/events/~bm_events.txt
									
									
									
									
									
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namespace = bm
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event = {
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	id = bm.1
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	hide_window = yes
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	is_triggered_only = yes
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	trigger = {
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		has_lithoids = yes
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		any_playable_country = {
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			has_valid_civic = civic_bm_void_machines
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		}
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	}
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	immediate = {
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		every_playable_country = {
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			limit = {
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				has_valid_civic = civic_bm_void_machines
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				NOT = { has_country_flag = void_tactical_machine_cooldown }
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			}
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			random_system_within_border = {
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				limit = {
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					any_system_planet = {
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						NOT = {
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							has_planet_flag = has_megastructure
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						}
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						OR = {
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							AND = {
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								has_deposit_for = shipclass_mining_station
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								has_mining_station = no
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							}
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							AND = {
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								has_deposit_for = shipclass_research_station
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								has_research_station = no
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							}
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						}
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					}
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				}
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				system_event = { id = action.725 }
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			}
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			set_timed_country_flag = {
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				flag = void_tactical_machine_cooldown
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				days = 95
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			}
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		}
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	}
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}
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								better_mi/gfx/interface/icons/governments/civics/civic_bm_void_machines.dds
									
									
									
									
									
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								better_mi/gfx/interface/icons/governments/civics/civic_bm_void_machines.dds
									
									
									
									
									
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							@ -14,4 +14,7 @@
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  MACHINE_CANNOT_ENSLAVE_CYBORGS: "$TRIGGER_FAIL$§YCybernetics ascended machine§! cannot enslave cyborg species."
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  trait_pc_materus_machine_preference: "$trait_pc_machine_preference$"
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  trait_pc_materus_machine_preference_desc: "$trait_pc_machine_preference_desc$"
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  trait_pc_materus_machine_preference_desc: "$trait_pc_machine_preference_desc$"
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  civic_bm_void_machines: "Void Machines"
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  civic_bm_void_machines_desc: "This Machine Intelligence has made space yet another of its domains. Specially manufactured drones are capable of spending entire life cycles without ever entering a world's atmosphere."
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@ -14,4 +14,8 @@
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  MACHINE_CANNOT_ENSLAVE_CYBORGS: "$TRIGGER_FAIL$Nie można zniewolić cyborgów"
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  trait_pc_materus_machine_preference: "$trait_pc_machine_preference$"
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  trait_pc_materus_machine_preference_desc: "$trait_pc_machine_preference_desc$"
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  trait_pc_materus_machine_preference_desc: "$trait_pc_machine_preference_desc$"
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  civic_bm_void_machines: "Maszyny pustki"
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  civic_bm_void_machines_desc: "Ta mechaniczna inteligencja uczyniła próżnię jednym ze swoich królestw. Specjalnie zaprojektowane drony potrafią spędzić cały cykl życiowy bez wlatywania w jakąkolwiek atmosferę."
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