#civic_example = {
#	playable = {}								# AND trigger, no scope; use this to prevent the civic from being selectable by the player (UI)
#	potential = {}								# requirements list, see ../readme_requirements.txt
#	possible = {}								# requirements list, see ../readme_requirements.txt
#	pickable_at_start = yes / no				# default: yes
#	modification = yes / no						# default: yes, set to no to prevent adding or removing this after creation of the empire
#
#	random_weight = { base = 1 }				# scriptable weight for randomizing a civic; required, else the civic will not get assigned randomly
#
#	modifier = {}								# modifier added to the country if the civic is selected and valid
#	can_build_ruler_military_station = yes / no	# default: no
#	can_build_ruler_ship = yes / no				# default: no
#	has_secondary_species = {					# default: none; if present, will enable secondary species customization in empire designer and will create secondary species & pops at galaxy generation time (see empire_init_create_capital_secondary_pops)
#		traits = { trait = ... }					# default: empty; trait set to enforce on the secondary species. They cannot be removed, but more can be added if points/picks permit
#	}
#}

#гȺר
civic_harmonious = {
	modification = no
	potential = { authority = { value = auth_hive_mind } }
	possible = {
		civics = {
			NOT = {  value = civic_hive_devouring_swarm }
		}
	}
	random_weight = { base = 0 }
	description = "civic_tooltip_harmonious_effects"
	modifier = {
		pop_consumer_goods_mult = -0.15
		pop_citizen_happiness = 0.05
		planet_migration_all_pull = 0.50
		country_resource_influence_add = 1
	}
}
#гͨʹ
civic_harmonious_tree = {
	modification = no
	potential = { 
		ethics = {
			NOR = {
					value = ethic_gestalt_consciousness
					value = ethic_authoritarian
					value = ethic_fanatic_authoritarian
					value = ethic_xenophobe
				  value = ethic_fanatic_xenophobe
			}
		}
		#Ҫϣ۹ʹøù
		authority = { NOT = { value = auth_xilin_mind } }
	}
	possible = {
		civics = {
			NOR = {
				value = civic_slaver_guilds
				value = civic_mechanists
				value = civic_syncretic_evolution
				#value = civic_mining_guilds
			}
		}
	}
	random_weight = { base = 0 }
	description = "civic_tooltip_harmonious_tree_effects"
	modifier = {
		pop_consumer_goods_mult = -0.15
		pop_citizen_happiness = 0.05
		planet_migration_all_pull = 0.50
		country_resource_influence_add = 1
	}
	has_secondary_species = {	# see game_start.11
		title = civic_harmonious_tree_secondary_species
		traits = {
			trait = trait_hive_mind
			trait = trait_tree_spirit
		}
	}
}