# 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



#ϣ
XILIN_WORLD={
	archetype = GOD
	
	use_climate_preference = no
  portraits = {
		"xilin_apostle"  #ϣʹͽ
		"human_god" #~
	}
	non_randomized_portraits = {
		"xilin_apostle"
		"human_god"
	}
	
  graphical_culture = mammalian_01
	move_pop_sound_effect = "moving_pop_confirmation"

}

XILIN_BUILD = {
  archetype = ROBOT

	randomized = no
	robotic = yes
	gender = no
	use_climate_preference = no
	portrait_modding = yes
	
  portraits = {
		"xilin_apostle"  #ϣʹͽ()
		
	}
	
	graphical_culture = ai_01
	move_pop_sound_effect = "robot_pops_move"


}