effect = {
random_country = { limit = {is_ai = no} save_event_target_as = cybrext}
fromfrom = {
create_fleet = {
effect = {
set_owner = event_target:cybrext
while = {
count = 100
create_ship = {
name = random
design = "NAME_Taciturn"
graphical_culture = "ai_01"
effect = { add_modifier = { modifier = absorbed_consciousness_5 } }
}
}
while = {
count = 200
create_ship = {
name = random
design = "NAME_Reticent"
graphical_culture = "ai_01"
effect = { add_modifier = { modifier = absorbed_consciousness_5 } }
}
}
set_location = {
target = prev
distance = 10
angle = random
}
}
set_aggro_range = 500
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
settings = {
can_upgrade = yes
can_change_composition = yes
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
}
}
}
random_country = { limit = {is_ai = no} save_event_target_as = cybrext}
fromfrom = {
create_fleet = {
effect = {
set_owner = event_target:cybrext
while = {
count = 100
create_ship = {
name = random
design = "NAME_Taciturn"
graphical_culture = "ai_01"
effect = { add_modifier = { modifier = absorbed_consciousness_5 } }
}
}
while = {
count = 200
create_ship = {
name = random
design = "NAME_Reticent"
graphical_culture = "ai_01"
effect = { add_modifier = { modifier = absorbed_consciousness_5 } }
}
}
set_location = {
target = prev
distance = 10
angle = random
}
}
set_aggro_range = 500
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
settings = {
can_upgrade = yes
can_change_composition = yes
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
}
}
}