# Number of entries controlls amount to choose from in designer  I.E.   "mol1" "mol2" "mol3" "mol4"
# graphical_culture is connected to the looks used for ships and cities, see "common/graphical_culture/"
# Portraits here are one you can choose from in the character creater. For prescripted races they are grabbed straight from the .gfx file.
# playable=(yes/no)/trigger, default is yes, if this species class can is playable
# randomized=(yes/no)/trigger, default is yes, if this species class is randomized
# custom_portraits
#	randomized = trigger, default is no, to specify if portraits are randomized
#	playable = trigger, default is yes, to specify if portraits are playable
#	portraits, list portrait keys
# species_trait_points: base number of species trait points available for this species class
# species_max_traits: maximum number of traits that species of this class can have (doesn't count those with cost == 0)
# possible: ethics/government requirements; see common/governments/readme_requirements.txt
# gender: yes|no (default: yes). whether the species have a gender
# portrait_modding: yes|no (default: no). whether the portrait can be modified with genemodding/robomodding

HUM = {
	archetype = BIOLOGICAL

	possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } }

	portraits = {
		"human"
		"humanoid_02"
		"humanoid_03"
		"humanoid_04"
		"humanoid_05"
		"hevi"
		"bsdm_ferengi"
		"humanpaavo"
		"paavo2"
		"fingol"
		"cobra"
		"banaans_kids"
		"ratzinger"
		"habsburg"
		"revolution"
	}
	custom_portraits = {
		randomized = { host_has_dlc = "Humanoids Species Pack" }
		playable = { local_has_dlc = "Humanoids Species Pack" }
		portraits = {
			"humanoid_hp_01"
			"humanoid_hp_02"
			"humanoid_hp_06"
			"humanoid_hp_07"
			"humanoid_hp_08"
			"humanoid_hp_09"
			"humanoid_hp_10"
			"humanoid_hp_11"
			"humanoid_hp_12"
			"humanoid_hp_13"
		}
	}

	# These should not be used for randomly generated species
	non_randomized_portraits = {
		"human"
	}

	graphical_culture = humanoid_01
	move_pop_sound_effect = "moving_pop_confirmation"
}

PRE_MAM = {
	archetype = PRESAPIENT

	playable = { always = no }
	randomized = no

	portraits = {
		"pre_mam6"
		"pre_mam13"
	}

	graphical_culture = mammalian_01
	move_pop_sound_effect = "moving_pop_confirmation"
	uplifted_into = "MAM"
	uplifted_portraits =
	{
		"mam6"
		"mam13"
	}
}

PRE_REP = {
	archetype = PRESAPIENT

	playable = { always = no }
	randomized = no

	portraits = {
		"pre_rep09"
		"pre_rep12"
	}

	graphical_culture = reptilian_01
	move_pop_sound_effect = "reptilian_pops_move"
	uplifted_into = "REP"
	uplifted_portraits =
	{
		"rep9"
		"rep12"
	}
}

PRE_AVI = {
	archetype = PRESAPIENT

	playable = { always = no }
	randomized = no

	portraits = {
		"pre_avi1"
		"pre_avi12"
	}

	graphical_culture = avian_01
	move_pop_sound_effect = "avian_pops_move"
	uplifted_into = "AVI"
	uplifted_portraits =
	{
		"avi1"
		"avi12"
	}
}

PRE_ART = {
	archetype = PRESAPIENT

	playable = { always = no }
	randomized = no

	portraits = {
		"pre_art1"
		"pre_art11"
		"pre_art12"
		"pre_art13"
		"pre_art14"
		"pre_art15"
	}

	graphical_culture = arthropoid_01
	move_pop_sound_effect = "arthopoid_pops_move"
	uplifted_into = "ART"
	uplifted_portraits = {
		"art1"
		"art11"
		"art12"
		"art13"
		"art14"
		"art15"
	}
}

PRE_MOL = {
	archetype = PRESAPIENT

	playable = { always = no }
	randomized = no

	portraits = {
		"pre_mol1"
		"pre_mol3"
	}

	graphical_culture = molluscoid_01
	move_pop_sound_effect = "molluscoid_pops_move"
	uplifted_into = "MOL"
	uplifted_portraits = {
		"mol1"
		"mol3"
	}
}

PRE_FUN = {
	archetype = PRESAPIENT

	playable = { always = no }
	randomized = no

	gender = no

	portraits = {
		"pre_fun9"
		"pre_fun13"
	}

	graphical_culture = fungoid_01
	move_pop_sound_effect = "fungoid_pops_move"
	uplifted_into = "FUN"
	uplifted_portraits = {
		"fun9"
		"fun13"
	}
}


AI = {
	playable = { always = no }
	randomized = no

	gender = no

	portraits = {
		"hum_robot_red"
	}

	graphical_culture = ai_01
	move_pop_sound_effect = "moving_pop_confirmation"

	resources = {}
}

SWARM = {
	archetype = OTHER

	playable = { always = no }
	randomized = no

	gender = no

	portraits = {
		"swarm"
	}

	graphical_culture = swarm_01
	move_pop_sound_effect = "moving_pop_confirmation"
}

EXD = {
	archetype = OTHER

	playable = { always = no }
	randomized = no

	gender = no

	portraits = {
		"exd1"
		"exd2"		# No textures
		"exd3"		# No textures
	}

	graphical_culture = extra_dimensional_01
	move_pop_sound_effect = "moving_pop_confirmation"
}

ROBOT = {
	archetype = ROBOT

	playable = { has_global_flag = game_started }
	randomized = no
	robotic = yes
	gender = no
	use_climate_preference = no
	portrait_modding = yes

	leader_age_min = 2
	leader_age_max = 10

	custom_portraits = {
		randomized = { host_has_dlc = "Synthetic Dawn Story Pack" }
		playable = { host_has_dlc = "Synthetic Dawn Story Pack" }
		portraits = {
			"sd_hum_robot"
			"sd_mam_robot"
			"sd_rep_robot"
			"sd_avi_robot"
			"sd_art_robot"
			"sd_mol_robot"
			"sd_fun_robot"
			"sd_pla_robot"
		}
	}

	custom_portraits = {
		randomized = { has_lithoids = yes }
		playable = { has_lithoids = yes }
		portraits = {
			"lith_machine"
		}
	}

	custom_portraits = { # use custom_portraits instead of portraits so we can put them after the custom_portraits above
		randomized = { always = yes }
		playable = { always = yes }
		portraits = {
			"default_robot"
		}
	}

	graphical_culture = ai_01
	move_pop_sound_effect = "robot_pops_move"

	resources = {}
}

MACHINE = {
	archetype = MACHINE

	playable = { host_has_dlc = "Synthetic Dawn Story Pack" }
	randomized = {
		host_has_dlc = "Synthetic Dawn Story Pack"
		# The create_species effect can't properly take the possible trigger below into account.
		# Work around this by disabling this class for species randomization after game start.
		NOT = { has_global_flag = game_started }
	}
	possible = { authority = { OR = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_USE_MACHINE_INTELLIGENCE } } }
	possible_secondary = { always = no text = SECONDARY_SPECIES_CLASS_INVALID }

	robotic = yes
	gender = no
	use_climate_preference = no
	portrait_modding = yes

	leader_age_min = 2
	leader_age_max = 10

	custom_portraits = {
		randomized = {
			host_has_dlc = "Synthetic Dawn Story Pack"
			# The create_species effect can't properly take the possible trigger below into account.
			# Work around this by disabling this class for species randomization after game start.
			NOT = { has_global_flag = game_started }
		}
		playable = { host_has_dlc = "Synthetic Dawn Story Pack" }
		portraits = {
			"sd_hum_robot"
			"sd_mam_robot"
			"sd_rep_robot"
			"sd_avi_robot"
			"sd_art_robot"
			"sd_mol_robot"
			"sd_fun_robot"
			"sd_pla_robot"
			"hitlerbot"
			"revisionistbot"
			"windowsbot"
		}
	}

	custom_portraits = {
		randomized = {
			AND = {
				host_has_dlc = "Synthetic Dawn Story Pack"
				has_lithoids = yes
			}
		}
		playable = {
			AND = {
				host_has_dlc = "Synthetic Dawn Story Pack"
				has_lithoids = yes
			}
		}
		portraits = {
			"lith_machine"
		}
	}

	custom_portraits = { # use custom_portraits instead of portraits so we can put them after the custom_portraits above
		randomized = {
			host_has_dlc = "Synthetic Dawn Story Pack"
		}
		playable = { host_has_dlc = "Synthetic Dawn Story Pack" }
		portraits = {
			"default_robot"
		}
	}

	graphical_culture = mammalian_01
	move_pop_sound_effect = "robot_pops_move"

	resources = {}
}