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FCP-NCR/1.6/Defs/FactionDefs/FCP_NCR.xml
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RickGrymes a59c65285a Refactor NCR character and backstory definitions
Moved NCR character-specific backstories from BackstoryDefs_NCR.xml to new CharacterBackstories_NCR.xml. Split character definitions into multiple CharacterDefs_NCR_Part files and removed the old FCP_NCR_CharacterDefs.xml. Added and organized PawnKindDefs for NCR characters. Updated FCP_NCR.xml and PawnKinds.xml to reference new definitions. This improves maintainability and organization of NCR character and backstory data.
2026-01-13 06:01:54 -06:00

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--__________ Factions __________-->
<!-- NCR -->
<FactionDef ParentName="FactionBase">
<defName>FCP_Faction_NCR</defName>
<label>New California Republic</label>
<description>The New California Republic is a faction based out of Shady Sands in the former state of California. It is a federal parliamentary republic, similar to the pre-war USA before it descended into authoritarianism. They represent the old world and its values. Roads, taxes, prisons, elections, and other phenomena long forgotten made a comeback with the NCRs rise to power. It is seen by its citizens to be the sole haven of civilisation, democracy, and freedom in the wasteland. While there certainly is truth to that notion, the NCR also suffers from widespread corruption and oligarchic tendencies, for much power is held by exceedingly rich ranchers and farm owners. Furthermore, it uses its vast military, well supplied by their industrial centres, to aggressively expand their territory and claim the resources of neighbouring regions to sate the ever-growing hunger of its population.</description>
<royalTitleTags>
<li>FCP_Title_NCR</li>
</royalTitleTags>
<royalFavorLabel>Service Points</royalFavorLabel>
<royalTitleInheritanceWorkerClass>RoyalTitleInheritanceWorker</royalTitleInheritanceWorkerClass>
<royalTitleInheritanceRelations>
</royalTitleInheritanceRelations>
<colorSpectrum>
<li>(1, 1, 1)</li>
</colorSpectrum>
<maxConfigurableAtWorldCreation>9999</maxConfigurableAtWorldCreation>
<pawnSingular>New Californian</pawnSingular>
<pawnsPlural>New Californians</pawnsPlural>
<categoryTag>Outlander</categoryTag>
<settlementGenerationWeight>0.3</settlementGenerationWeight>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<canSiege>true</canSiege>
<canStageAttacks>true</canStageAttacks>
<leaderTitle>President</leaderTitle>
<factionIconPath>World_Icon/NCR_Icon/FCP_NCR_World_Icon</factionIconPath>
<techLevel>Industrial</techLevel>
<fixedName>New California Republic</fixedName>
<settlementNameMaker>FCP_Namer_Settlement_NCR</settlementNameMaker>
<allowedCultures>
<li>FCP_Culture_NCR_Californian</li>
</allowedCultures>
<!--__________ Ideology __________-->
<fixedIdeo>true</fixedIdeo>
<ideoName>NCR Republicanism</ideoName>
<ideoDescription>Founded on principles of freedom and liberty, the Republic has been putting these into practice over the years. The most important achievement was the banning of slavery in NCR territories, thanks to concerted efforts of influential politicians and the Rangers.</ideoDescription>
<styles>
<li>FCP_Style_Californian</li>
<!--<li MayRequire="Ludeon.RimWorld.Ideology">Morbid</li>-->
</styles>
<forcedMemes>
<!-- Structure -->
<li MayRequire="Ludeon.RimWorld.Ideology">Structure_Ideological</li>
<!-- Memes -->
<li MayRequire="Ludeon.RimWorld.Ideology">FCP_Meme_OldWorldBlues</li>
<li MayRequire="Ludeon.RimWorld.Ideology">FCP_Meme_Rangers</li>
</forcedMemes>
<requiredPreceptsOnly>true</requiredPreceptsOnly>
<!--__________ Biotech __________-->
<xenotypeSet>
<xenotypeChances>
<Neanderthal MayRequire="Ludeon.RimWorld.Biotech">0</Neanderthal>
<Hussar MayRequire="Ludeon.RimWorld.Biotech">0</Hussar>
<Pigskin MayRequire="Ludeon.RimWorld.Biotech">0</Pigskin>
<Yttakin MayRequire="Ludeon.RimWorld.Biotech">0</Yttakin>
<Genie MayRequire="Ludeon.RimWorld.Biotech">0</Genie>
<Dirtmole MayRequire="Ludeon.RimWorld.Biotech">0</Dirtmole>
<Highmate MayRequire="Ludeon.RimWorld.Biotech">0</Highmate>
</xenotypeChances>
</xenotypeSet>
<!--__________ Backstories __________-->
<backstoryFilters>
<li>
<categories>
<li>FCP_Backstory_NCR_Citizen</li>
<li>FCP_Backstory_Wastelander</li>
<li>FCP_Backstory_NCR_Ranger</li>
<li>FCP_Backstory_NCR_Trooper</li>
<li>FCP_Backstory_NCR_Ambassador</li>
<li>FCP_Backstory_NCR_Caravaneer</li>
<li>FCP_Backstory_NCRCF_Inmate</li>
<li>FCP_Backstory_NCR_Recon_Trooper</li>
<li>FCP_Backstory_NCR_Child</li>
<li>FCP_Backstory_Wastelander_Child</li>
</categories>
<commonality>1</commonality>
</li>
</backstoryFilters>
<!--__________ Kinds __________-->
<!-- Caravan Trader Kinds -->
<caravanTraderKinds>
<li>Caravan_Outlander_BulkGoods</li>
<li>Caravan_Outlander_CombatSupplier</li>
<li>Caravan_Outlander_Exotic</li>
<li>Caravan_Outlander_PirateMerchant</li>
<li>FCP_Caravan_Pre_War_Goods_Trader</li>
<!-- <li>FCP_Caravan_Gun_Runners</li> -->
<!-- <li>FCP_Caravan_Crimson_Caravan_Trader</li> -->
<li>FCP_Caravan_NCR_Quartermaster</li>
<li>FCP_Caravan_NCRCF_Prisoner_Exchange</li>
<li>FCP_Caravan_Brahmin_Herder</li>
</caravanTraderKinds>
<!-- Vistor Trader Kinds -->
<visitorTraderKinds>
<li>Caravan_Outlander_BulkGoods</li>
<li>Caravan_Outlander_CombatSupplier</li>
<li>Caravan_Outlander_Exotic</li>
<li>Caravan_Outlander_PirateMerchant</li>
<li>FCP_Caravan_Pre_War_Goods_Trader</li>
<li>FCP_Caravan_NCRCF_Prisoner_Exchange</li>
<li>FCP_Caravan_Brahmin_Herder</li>
</visitorTraderKinds>
<!-- Base Trader Kinds -->
<baseTraderKinds>
<li>Caravan_Outlander_BulkGoods</li>
<li>Caravan_Outlander_CombatSupplier</li>
<li>Caravan_Outlander_Exotic</li>
<li>Caravan_Outlander_PirateMerchant</li>
<li>FCP_Caravan_Pre_War_Goods_Trader</li>
<li>FCP_Caravan_NCRCF_Prisoner_Exchange</li>
<li>FCP_Caravan_Brahmin_Herder</li>
</baseTraderKinds>
<!-- Trader Kind Arrival Options -->
<allowedArrivalTemperatureRange>-40~45</allowedArrivalTemperatureRange>
<raidLootMaker>FCP_NCRRaidLootMaker</raidLootMaker>
<maxPawnCostPerTotalPointsCurve>
<points>
<li>(0,35)</li>
<li>(70, 50)</li>
<li>(700, 100)</li>
<li>(1300, 150)</li>
<li>(100000, 10000)</li>
</points>
</maxPawnCostPerTotalPointsCurve>
<!--__________ Group Makers __________-->
<pawnGroupMakers>
<!-- NCR Army Squad -->
<li>
<!-- Normal fights, standard troopers -->
<kindDef>Combat</kindDef>
<disallowedStrategies>
<li>EmergeFromWater</li>
</disallowedStrategies>
<options>
<FCP_Animal_NCR_Guard_Dog MayRequire="Rick.FCP.Animals">8</FCP_Animal_NCR_Guard_Dog>
<FCP_Pawnkind_NCR_Trooper>15</FCP_Pawnkind_NCR_Trooper>
<FCP_Pawnkind_NCR_Officer>2</FCP_Pawnkind_NCR_Officer>
<FCP_Unique_Pawnkind_Captain_Kyle_Parker>1</FCP_Unique_Pawnkind_Captain_Kyle_Parker>
<FCP_Unique_Pawnkind_Lieutenant_Jesse_Hayes>1</FCP_Unique_Pawnkind_Lieutenant_Jesse_Hayes>
<FCP_Pawnkind_NCR_General>1</FCP_Pawnkind_NCR_General>
</options>
</li>
<!-- NCR Recon Squad -->
<li>
<!-- Distance fights, scout recon troopers -->
<kindDef>Combat</kindDef>
<disallowedStrategies>
<li>EmergeFromWater</li>
</disallowedStrategies>
<options>
<FCP_Animal_NCR_Guard_Dog MayRequire="Rick.FCP.Animals">4</FCP_Animal_NCR_Guard_Dog>
<FCP_Pawnkind_NCR_Scout_Recon>8</FCP_Pawnkind_NCR_Scout_Recon>
<FCP_Pawnkind_NCR_Officer>1</FCP_Pawnkind_NCR_Officer>
<FCP_Unique_Pawnkind_Captain_April_Gilles>1</FCP_Unique_Pawnkind_Captain_April_Gilles>
<FCP_Pawnkind_NCR_General>1</FCP_Pawnkind_NCR_General>
</options>
</li>
<!-- NCR Army Heavy Squad -->
<li>
<!-- Normal fights, heavy troopers -->
<kindDef>Combat</kindDef>
<disallowedStrategies>
<li>EmergeFromWater</li>
</disallowedStrategies>
<options>
<FCP_Animal_NCR_Guard_Dog MayRequire="Rick.FCP.Animals">4</FCP_Animal_NCR_Guard_Dog>
<FCP_Pawnkind_NCR_Trooper_Heavy>10</FCP_Pawnkind_NCR_Trooper_Heavy>
<FCP_Pawnkind_NCR_General>1</FCP_Pawnkind_NCR_General>
</options>
</li>
<!-- NCR Ranger Volunteers -->
<li>
<!-- Normal fights, light rangers -->
<kindDef>Combat</kindDef>
<disallowedStrategies>
<li>EmergeFromWater</li>
</disallowedStrategies>
<options>
<FCP_Animal_NCR_Guard_Dog MayRequire="Rick.FCP.Animals">3</FCP_Animal_NCR_Guard_Dog>
<FCP_Pawnkind_NCR_Trooper>5</FCP_Pawnkind_NCR_Trooper>
<FCP_Pawnkind_NCR_Ranger_Volunteer>8</FCP_Pawnkind_NCR_Ranger_Volunteer>
<FCP_Pawnkind_NCR_General>1</FCP_Pawnkind_NCR_General>
</options>
</li>
<!-- NCR Ranger Patrolman -->
<li>
<!-- Normal fights, patrol rangers -->
<kindDef>Combat</kindDef>
<disallowedStrategies>
<li>EmergeFromWater</li>
</disallowedStrategies>
<options>
<FCP_Animal_NCR_Guard_Dog MayRequire="Rick.FCP.Animals">3</FCP_Animal_NCR_Guard_Dog>
<FCP_Pawnkind_NCR_Trooper>5</FCP_Pawnkind_NCR_Trooper>
<FCP_Pawnkind_NCR_Ranger_Patrolman>8</FCP_Pawnkind_NCR_Ranger_Patrolman>
<FCP_Pawnkind_NCR_General>1</FCP_Pawnkind_NCR_General>
</options>
</li>
<!-- NCR Ranger Veterans -->
<li>
<!-- Normal fights, veteran rangers -->
<kindDef>Combat</kindDef>
<disallowedStrategies>
<li>EmergeFromWater</li>
</disallowedStrategies>
<options>
<FCP_Animal_NCR_Guard_Dog MayRequire="Rick.FCP.Animals">3</FCP_Animal_NCR_Guard_Dog>
<FCP_Pawnkind_NCR_Trooper>2</FCP_Pawnkind_NCR_Trooper>
<FCP_Pawnkind_NCR_Ranger_Veteran>8</FCP_Pawnkind_NCR_Ranger_Veteran>
<FCP_Pawnkind_NCR_General>1</FCP_Pawnkind_NCR_General>
</options>
</li>
<!-- NCR Misfits Squad -->
<li Class="FCP.Core.GroupMakerWithCustomChar">
<!-- 9th Platoon "The Misfits" - special misfit squad -->
<kindDef>Combat</kindDef>
<disallowedStrategies>
<li>EmergeFromWater</li>
</disallowedStrategies>
<options>
<FCP_Pawnkind_NCR_Trooper>5</FCP_Pawnkind_NCR_Trooper>
<FCP_Pawnkind_NCR_Officer>1</FCP_Pawnkind_NCR_Officer>
</options>
<characterChance>0.95</characterChance>
</li>
<!-- NCR 1st Recon Squad -->
<li Class="FCP.Core.GroupMakerWithCustomChar">
<!-- 1st Recon Alpha Squad - elite sniper unit -->
<kindDef>Combat</kindDef>
<disallowedStrategies>
<li>EmergeFromWater</li>
</disallowedStrategies>
<options>
<FCP_Pawnkind_NCR_Scout_Recon>3</FCP_Pawnkind_NCR_Scout_Recon>
</options>
<characterChance>0.55</characterChance>
</li>
<!-- NCR High Command -->
<li Class="FCP.Core.GroupMakerWithCustomChar">
<!-- High-ranking officers and command staff -->
<kindDef>Combat</kindDef>
<disallowedStrategies>
<li>EmergeFromWater</li>
</disallowedStrategies>
<options>
<FCP_Pawnkind_NCR_Trooper_Heavy>8</FCP_Pawnkind_NCR_Trooper_Heavy>
<FCP_Pawnkind_NCR_Ranger_Veteran>4</FCP_Pawnkind_NCR_Ranger_Veteran>
</options>
<characterChance>0.25</characterChance>
</li>
<!-- NCR Military Police -->
<li Class="FCP.Core.GroupMakerWithCustomChar">
<!-- Military Police unit with Lieutenant Boyd -->
<kindDef>Combat</kindDef>
<disallowedStrategies>
<li>EmergeFromWater</li>
</disallowedStrategies>
<options>
<FCP_Pawnkind_NCR_MP>6</FCP_Pawnkind_NCR_MP>
<FCP_Animal_NCR_Guard_Dog MayRequire="Rick.FCP.Animals">2</FCP_Animal_NCR_Guard_Dog>
</options>
<characterChance>0.45</characterChance>
</li>
<!-- NCR Ranger Command -->
<li Class="FCP.Core.GroupMakerWithCustomChar">
<!-- Ranger leadership and communication officers -->
<kindDef>Combat</kindDef>
<disallowedStrategies>
<li>EmergeFromWater</li>
</disallowedStrategies>
<options>
<FCP_Unique_Pawnkind_Patrol_Ranger_Anders>1</FCP_Unique_Pawnkind_Patrol_Ranger_Anders>
<FCP_Pawnkind_NCR_Ranger_Veteran>5</FCP_Pawnkind_NCR_Ranger_Veteran>
</options>
<characterChance>0.35</characterChance>
</li>
<!-- NCR Peaceful -->
<li Class="FCP.Core.GroupMakerWithCustomChar">
<kindDef>Peaceful</kindDef>
<options>
<FCP_Animal_NCR_Guard_Dog MayRequire="Rick.FCP.Animals">8</FCP_Animal_NCR_Guard_Dog>
<FCP_Pawnkind_NCR_Citizen MayRequire="Rick.FCP.Wastelanders">14</FCP_Pawnkind_NCR_Citizen>
<FCP_Pawnkind_NCR_Trooper>9</FCP_Pawnkind_NCR_Trooper>
<FCP_Pawnkind_NCR_Officer>1</FCP_Pawnkind_NCR_Officer>
<FCP_Pawnkind_NCR_Ranger_Veteran>3</FCP_Pawnkind_NCR_Ranger_Veteran>
<FCP_Pawnkind_NCR_General>1</FCP_Pawnkind_NCR_General>
</options>
<characterChance>0.35</characterChance>
</li>
<!--__________ NCR Traders __________-->
<!-- NCR Quartermaster -->
<li Class="FCP.Core.GroupMakerWithTraderKind">
<kindDef>Trader</kindDef>
<traderKinds>
<li>FCP_Caravan_NCR_Quartermaster</li>
</traderKinds>
<traders>
<FCP_Pawnkind_NCR_Quartermaster>1</FCP_Pawnkind_NCR_Quartermaster>
</traders>
<carriers>
<FCP_Animal_Brahmin>2</FCP_Animal_Brahmin>
</carriers>
<guards>
<FCP_Pawnkind_NCR_Trooper>5</FCP_Pawnkind_NCR_Trooper>
</guards>
<!-- <characterDefs>
<li></li>
</characterDefs>
<characterChance>0.25</characterChance> -->
</li>
<!-- Pre-War Goods Trader -->
<li Class="FCP.Core.GroupMakerWithTraderKind">
<kindDef>Trader</kindDef>
<traderKinds>
<li>FCP_Caravan_Pre_War_Goods_Trader</li>
</traderKinds>
<traders>
<FCP_Pawnkind_NCR_Crimson_Caravan_Trader>1</FCP_Pawnkind_NCR_Crimson_Caravan_Trader>
</traders>
<carriers>
<FCP_Animal_Brahmin>2</FCP_Animal_Brahmin>
</carriers>
<guards>
<FCP_Pawnkind_Armored_Wastelander_Combat_Armor MayRequire="Rick.FCP.Wastelanders">5</FCP_Pawnkind_Armored_Wastelander_Combat_Armor>
</guards>
<!-- <characterDefs>
<li></li>
</characterDefs>
<characterChance>0.25</characterChance> -->
</li>
<!-- Brahmin Herder -->
<li Class="FCP.Core.GroupMakerWithTraderKind">
<kindDef>Trader</kindDef>
<traderKinds>
<li>FCP_Caravan_Brahmin_Herder</li>
</traderKinds>
<traders>
<FCP_Pawnkind_NCR_Crimson_Caravan_Trader>1</FCP_Pawnkind_NCR_Crimson_Caravan_Trader>
</traders>
<carriers>
<FCP_Animal_Brahmin>6</FCP_Animal_Brahmin>
</carriers>
<guards>
<FCP_Pawnkind_NCR_Citizen MayRequire="Rick.FCP.Wastelanders">5</FCP_Pawnkind_NCR_Citizen>
</guards>
<!-- <characterDefs>
<li></li>
</characterDefs> -->
</li>
<!-- NCRCF Prisoner Caravan -->
<li Class="FCP.Core.GroupMakerWithTraderKind">
<kindDef>Trader</kindDef>
<traderKinds>
<li>FCP_Caravan_NCRCF_Prisoner_Exchange</li>
</traderKinds>
<traders>
<FCP_Pawnkind_NCR_NCRCF_Warden>1</FCP_Pawnkind_NCR_NCRCF_Warden>
</traders>
<carriers>
<FCP_Animal_Brahmin>1</FCP_Animal_Brahmin>
</carriers>
<guards>
<FCP_Pawnkind_NCR_NCRCF_Guard>4</FCP_Pawnkind_NCR_NCRCF_Guard>
<FCP_Animal_NCR_Guard_Dog MayRequire="Rick.FCP.Animals">1</FCP_Animal_NCR_Guard_Dog>
</guards>
<!-- <characterDefs>
<li></li>
</characterDefs> -->
</li>
<!-- Special: Tax Collector -->
<li>
<!-- Tax Collection -->
<kindDef>FCP_PawnGroupKind_TaxCollector</kindDef>
<traders>
<FCP_Pawnkind_NCR_Tax_Collector>1</FCP_Pawnkind_NCR_Tax_Collector>
</traders>
<carriers>
<FCP_Animal_Brahmin>2</FCP_Animal_Brahmin>
</carriers>
<guards>
<FCP_Pawnkind_NCR_Trooper_Heavy>3</FCP_Pawnkind_NCR_Trooper_Heavy>
<FCP_Pawnkind_NCR_Trooper>10</FCP_Pawnkind_NCR_Trooper>
<FCP_Pawnkind_NCR_Officer>1</FCP_Pawnkind_NCR_Officer>
<FCP_Pawnkind_NCR_Ranger_Veteran>3</FCP_Pawnkind_NCR_Ranger_Veteran>
</guards>
</li>
<!-- NCR Settlement -->
<li>
<kindDef>Settlement</kindDef>
<options>
<FCP_Pawnkind_NCR_Citizen MayRequire="Rick.FCP.Wastelanders">30</FCP_Pawnkind_NCR_Citizen>
<FCP_Pawnkind_NCR_Crimson_Caravan_Trader>3</FCP_Pawnkind_NCR_Crimson_Caravan_Trader>
<FCP_Pawnkind_NCR_Engineer MayRequire="Rick.FCP.Wastelanders">15</FCP_Pawnkind_NCR_Engineer>
<FCP_Pawnkind_NCR_Trooper>4</FCP_Pawnkind_NCR_Trooper>
<FCP_Pawnkind_NCR_Ranger_Volunteer>5</FCP_Pawnkind_NCR_Ranger_Volunteer>
<FCP_Pawnkind_NCR_MP>12</FCP_Pawnkind_NCR_MP>
<FCP_Pawnkind_NCR_Ambassador>2</FCP_Pawnkind_NCR_Ambassador>
<FCP_Unique_Pawnkind_President_Kimball>1</FCP_Unique_Pawnkind_President_Kimball>
</options>
</li>
</pawnGroupMakers>
<settlementTexturePath>World/WorldObjects/DefaultSettlement</settlementTexturePath>
<modExtensions Inherit="False">
<!-- NCR Dollars -->
<li Class="FCP.Currencies.CurrencyReplacement">
<currency>FCP_Currency_NCR_Dollar</currency>
</li>
<!-- Make them hostile to the Legion, Great Khans, Brotherhood of Steel, and Enclave -->
<li Class="FCP.Core.ModExtension_FactionPermanentlyHostileTo">
<hostileFactionDefs>
<li MayRequire="Rick.FCP.Legion">FCP_Faction_Caesars_Legion</li>
<li MayRequire="altushka.boscompendium">DRK_BoS</li>
<li MayRequire="Rick.FCP.BOS">FCP_Faction_BoS</li>
<li MayRequire="Rick.FCP.BOS">FCP_Faction_BoS_Outcast_Remnants</li>
<li MayRequire="Rick.FCP.BOS">FCP_Faction_BoS_Lost_Hills</li>
<li MayRequire="altushka.boscompendium">DRK_Enclave</li>
<li MayRequire="Rick.FCP.Enclave">FCP_Faction_Enclave</li>
<li MayRequire="Rick.FCP.Khans">FCP_Faction_Great_Khans</li>
</hostileFactionDefs>
</li>
<!-- Make them unable to use drop pods -->
<li Class="FCP.Core.ModExtension_FactionBannedArrivalModes">
<arrivalModes>
<li>EdgeDrop</li>
<li>EdgeDropGroups</li>
<li>CenterDrop</li>
<li>RandomDrop</li>
</arrivalModes>
</li>
<!-- Ideology stuff -->
<li Class="FCP.Core.ModExtension_FixedIdeo">
<ideoIconDef>FCP_Icon_NCR</ideoIconDef>
<ideoColorDef>LightGrey</ideoColorDef>
<memberName>Citizen</memberName>
<adjective>NCR Republican</adjective>
<roleOverrides>
<li>
<preceptDef>IdeoRole_Leader</preceptDef>
<disableApparelRequirements>true</disableApparelRequirements>
</li>
<li>
<preceptDef>IdeoRole_Moralist</preceptDef>
<newName>Representative</newName>
<disableApparelRequirements>true</disableApparelRequirements>
<!--<apparelRequirementsOverride></apparelRequirementsOverride>-->
</li>
<li>
<preceptDef>FCP_IdeoRole_Ranger</preceptDef>
<newName>Ranger Sharpshooter</newName>
<disableApparelRequirements>true</disableApparelRequirements>
<!--<apparelRequirementsOverride></apparelRequirementsOverride>-->
</li>
</roleOverrides>
</li>
<!-- Enlistment stuff -->
<li Class="FCP.Enlist.FactionEnlistOptions">
<enlistOptionsDefs>
<li>FCP_Enlistment_NCR</li>
</enlistOptionsDefs>
<ignoreAutoAssignedDefs>true</ignoreAutoAssignedDefs>
</li>
<!-- Shuttles -->
<li Class="FCP_Shuttles.FactionModExtension">
<transportShipDef>FCP_Shuttle_NCR_Vertibird</transportShipDef>
<minDistanceBetweenShuttles>10</minDistanceBetweenShuttles>
<maxPawnCountInOneShuttle>6</maxPawnCountInOneShuttle>
</li>
<!-- Territory stuff -->
<!-- <li class="FCP.Core.ModExtension_FactionTerritory">
<territoryColor>(222, 49, 41)</territoryColor>
<territoryBorderColor>(116, 22, 42)</territoryBorderColor>
<factionLabelColor>(0.9, 0.9, 0.8, 1.0)</factionLabelColor>
<initialTerritoryRadius>10</initialTerritoryRadius>
<renderTerritoryOverWater>false</renderTerritoryOverWater>
</li> -->
</modExtensions>
</FactionDef>
<ThingSetMakerDef>
<defName>FCP_NCRRaidLootMaker</defName>
<root Class="ThingSetMaker_MarketValue">
<fixedParams>
<filter>
<thingDefs>
<li>Silver</li>
<li>MedicineIndustrial</li>
<li>ComponentIndustrial</li>
<li>MealSurvivalPack</li>
<li>Neutroamine</li>
</thingDefs>
</filter>
</fixedParams>
</root>
</ThingSetMakerDef>
</Defs>