Open source Star Ruler 2 source code!
This commit is contained in:
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Card: AnnexPlanet
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Name: #CARD_ANNEX_PLANET
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Description: #CARD_ANNEX_PLANET_DESC
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Icon: CardIcons::0
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Target: planet = Object
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Color: #ffa4a4
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Class: Vote
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Base Purchase Cost: 3
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TargetFilterOtherEmpire(planet)
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TargetFilterHasTradePresence(planet)
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TargetFilterType(planet, Planet)
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TargetRequireVision(planet)
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ApplyRegionTargetCostMod(planet)
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LoyaltyPlayCost(planet)
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StartVote(AnnexPlanet, planet)
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AI: PlayOnNearbyEnemyPlanet(planet)
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Vote: AnnexPlanet
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Name: #VOTE_ANNEX_PLANET
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Icon: CardIcons::0
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Target: planet = Object
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CancelOnDestroyed(planet)
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ClaimPlanet(Pass, planet)
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OnOwner(ModAttribute(AnnexVotesWon, Add, 1))
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FailReturnCardIfAttributeSet(ReturnAnnexCards)
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AI: BadFor(planet, Importance = 10)
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Card: AnnexSystem
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Name: #CARD_ANNEX_SYSTEM
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Description: #CARD_ANNEX_SYSTEM_DESC
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Icon: CardIcons::1
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Target: system = Object
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Color: #ffa4a4
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Class: Vote
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Rarity: Uncommon
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Base Purchase Cost: 6
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TargetFilterRegion(system)
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TargetFilterHasTradePresence(system)
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TargetFilterRegionOtherEmpire(system)
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TargetRequireVision(system)
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ApplyRegionTargetCostMod(system)
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Base Play Cost: 5
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RegionLoyaltyPlayCost(system)
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StartVote(AnnexSystem, system)
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AI: PlayOnNearbyEnemySystem(system)
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Vote: AnnexSystem
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Name: #VOTE_ANNEX_SYSTEM
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Icon: CardIcons::1
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Target: system = Object
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ClaimSystem(Pass, system)
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OnOwner(ModAttribute(AnnexVotesWon, Add, 1))
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FailReturnCardIfAttributeSet(ReturnAnnexCards)
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AI: BadFor(system, Importance = 20)
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Card: ClaimArtifact
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Name: #CARD_CLAIM_ARTIFACT
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Description: #CARD_CLAIM_ARTIFACT_DESC
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Target: targ = Object
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Color: #ffa4a4
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Class: Vote
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Rarity: Uncommon
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Icon: CardIcons::23
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Base Purchase Cost: 2
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Base Play Cost: 4
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TargetFilterType(targ, Artifact)
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TargetFilterArtifactNatural(targ, False)
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TargetRequireVision(targ)
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ApplyRegionTargetCostMod(targ)
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RequireContact()
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StartVote(ClaimArtifact, targ)
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Vote: ClaimArtifact
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Name: #VOTE_CLAIM_ARTIFACT
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Target: targ = Object
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CancelOnDestroyed(targ)
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Trigger(targ, TakeControl())
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Trigger(targ, MoveToOwnedSystem())
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Card: Election
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Name: #CARD_ELECTION
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Description: #CARD_ELECTION_DESC
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Color: #8d79a8
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Class: Vote
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Rarity: Uncommon
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DLC: Heralds
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Icon: CardIcons::31
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Base Purchase Cost: 5
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Base Play Cost: 10
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RequireContact()
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StartVote(Election)
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AI: IgnoreIfSenateLeader()
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AI: PlayWhenInfluenceStronk()
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Vote: Election
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Name: #VOTE_ELECTION
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Color: #8d79a8
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Icon: CardIcons::31
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OnOwner(MakeSenateLeader())
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AI: Important(3)
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AI: BadForSenateLeader()
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Card: GalacticSuperpower
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Name: #GALACTIC_SUPERPOWER
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Description: #GALACTIC_SUPERPOWER_DESC
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Color: #ff4f00
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Class: Vote
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Leader Only: True
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DLC: Heralds
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Rarity: Epic
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Frequency: 0
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Icon: CardIcons::49
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Base Play Cost: 25
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ShowUpkeep(0.25)
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StartVote(GalacticSuperpower)
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RequireAttributeLT(IsGalacticSuperpower, 1)
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RequireAttributeGTE(SenatorialPalaceConstructed, 1)
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AI: PlayWhenInfluenceStronk()
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Vote: GalacticSuperpower
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Name: #GALACTIC_SUPERPOWER
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Description: #GALACTIC_SUPERPOWER_DESC
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Color: #ff4f00
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Icon: CardIcons::49
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CreateEffect(Pass, GalacticSuperpower)
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MultiplyPositiveSpeed(0.5)
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AddPositiveCostPenalty(1)
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CancelIfNotLeader()
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CancelIfAttributeLT(SenatorialPalaceConstructed, 1)
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AI: Important(10)
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Effect: GalacticSuperpower
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Name: #GALACTIC_SUPERPOWER
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Description: #GALACTIC_SUPERPOWER_DESC
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Color: #ff4f00
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Icon: CardIcons::49
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Upkeep: 0.25
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Dismissable: False
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ModEmpireAttribute(IsGalacticSuperpower, Add, 1)
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CancelIfNotLeader()
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CancelIfAttributeLT(SenatorialPalaceConstructed, 1)
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OnFriendlyEmpires(EnableModifier( BuildCostFactor(0.75) ))
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OnFriendlyEmpires(EnableModifier( LaborCostFactor(0.75) ))
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GiveVisionCombatSystems()
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Card: GalacticUtopia
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Name: #GALACTIC_UTOPIA
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Description: #GALACTIC_UTOPIA_DESC
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Color: #ff4f00
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Class: Vote
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Leader Only: True
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DLC: Heralds
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Rarity: Epic
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Frequency: 0
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Icon: CardIcons::50
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Base Play Cost: 25
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ShowUpkeep(0.25)
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StartVote(GalacticUtopia)
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RequireAttributeLT(IsGalacticUtopia, 1)
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RequireAttributeGTE(SenatorialPalaceConstructed, 1)
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AI: PlayWhenInfluenceStronk()
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Vote: GalacticUtopia
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Name: #GALACTIC_UTOPIA
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Description: #GALACTIC_UTOPIA_DESC
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Color: #ff4f00
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Icon: CardIcons::50
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CreateEffect(Pass, GalacticUtopia)
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MultiplyPositiveSpeed(0.5)
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AddPositiveCostPenalty(1)
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CancelIfNotLeader()
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CancelIfAttributeLT(SenatorialPalaceConstructed, 1)
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AI: Important(10)
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Effect: GalacticUtopia
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Name: #GALACTIC_UTOPIA
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Description: #GALACTIC_UTOPIA_DESC
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Color: #ff4f00
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Icon: CardIcons::50
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Upkeep: 0.25
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Dismissable: False
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ModEmpireAttribute(IsGalacticUtopia, Add, 1)
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CancelIfNotLeader()
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CancelIfAttributeLT(SenatorialPalaceConstructed, 1)
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OnFriendlyEmpires(AddStatusOwnedPlanets(GalacticUtopia))
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TakeoverBorderedSystems(Attribute Check = IsGalacticSuperpower)
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OnEmpireAttributeGTE(IsGalacticSuperpower, 1, GiveAchievement(ACH_INFL_VICTORY))
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Card: Investigate
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Name: #CARD_INVESTIGATE
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Description: #CARD_INVESTIGATE_DESC
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Color: #ff4f00
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Class: Vote
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Rarity: Rare
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Icon: CardIcons::2
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Base Purchase Cost: 2
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Base Play Cost: 2
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Target: target = Empire
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TargetFilterNotWar(target)
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ShowDuration(600)
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ShowUpkeep(0.15)
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StartVote(Investigate, target)
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AI: BuyAgainstEnemies(target)
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AI: PlayOnEnemy(target, War Only = False)
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Vote: Investigate
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Name: #VOTE_INVESTIGATE
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Color: #ff4f00
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Icon: CardIcons::2
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Target: target = Empire
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CreateEffect(Pass, Investigate, target)
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CancelOnWar(target)
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AI: GoodForNot(target, 1.5)
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AI: BadFor(target)
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Effect: Investigate
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Name: #EFFECT_INVESTIGATE
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Color: #ff4f00
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Icon: CardIcons::2
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Target: target = Empire
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Upkeep: 0.15
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Default Duration: 600
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GrantEveryoneVisionOver(target)
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CancelOnWar(target)
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Card: TakeControl
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Name: #CARD_CONTROL
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Description: #CARD_CONTROL_DESC
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Target: obj = Object
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Color: #ffa4a4
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Class: Vote
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Rarity: Uncommon
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Frequency: 0
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Icon: CardIcons::22
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Base Purchase Cost: 2
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Base Play Cost: 7
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TargetFilterType(obj, Orbital)
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TargetFilterOtherEmpire(obj)
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//TargetFilterOrbitalCore(obj, EmbassyCore, AncientEmbassy)
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TargetFilterHasTradePresence(obj, Allow Adjacent = True)
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ApplyRegionTargetCostMod(obj)
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StartVote(TakeControl, obj)
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Vote: TakeControl
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Name: #VOTE_TAKE_CONTROL
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Target: obj = Object
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FlagContested(obj)
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Trigger(obj, TakeControl())
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