(同步到官方百科13:43, 17 September 2020 Araxiel) |
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Titles are defined in the ''/common/landed_titles/'' folder | Titles are defined in the ''/common/landed_titles/'' folder | ||
2020年10月29日 (四) 12:10的版本
Titles are defined in the /common/landed_titles/ folder
Basic Titular Title
A simple titular title can be created with very little difficulty. The title prefix defines the tier.
Prefix | Tier |
---|---|
b_ | Barony (cannot be titular) |
c_ | County |
d_ | Duchy |
k_ | Kingdom |
e_ | Empire |
Decide on a name for the title, which is to be added on to the prefix. Then, you must select a color. Colors are defined in RGB. The title can take two color modifiers color and color2, which is optional. The color2 modifier changes the secondary color of your border.:
k_titular_kingdom_name = { color = { 100 255 200 } }
This is the bare minimum required to create a title, and it can now be granted through the console. However, it will lack localization, meaning that it will appear as "k_titular_kingdom_name" in-game.
Localization
A title requires two localization keys to be defined.
- <title_name>
- <title_name>_adj
Vanilla title localization can be found in /localization/<language>/titles_l_<language>.yml.
Coat of Arms
List of attributes
Below is a list of attributes that can be applied to a title.
Attribute | Type | Description | Example |
---|---|---|---|
color | rgb | The color of the title displayed on the map | color = { 100 255 200 } |
color2 | rgb | Changes the secondary color of your border | color2 = { 150 240 200 } |
definite_form | boolean | definite_form = yes | |
ruler_uses_title_name | boolean | ruler_uses_title_name = no | |
landless | boolean | If yes, the title will always exist once it has been made. This allows, for example, religious heads to continue to exist even when unlanded. | landless = yes |
capital | title | The preferred (de jure?) capital of the title | capital = c_roma |
ai_primary_priority | clause | Determines how likely AI is to make this title their primary title. Conditions can be used to alter the primary score. | ai_primary_priority = {
if = { limit = { culture = culture:greek } add = @correct_culture_primary_score } if = { limit = { NOT = { culture = culture:greek } culture_group = culture_group:byzantine_group } add = @better_than_the_alternatives_score } } |
destroy_if_invalid_heir | Destroys the title if the heir (having just inherited the title?) is invalid. (To prevent a character of the wrong religion holding a religious head title, for example) | destroy_if_invalid_heir = yes | |
no_automatic_claims | boolean | no_automatic_claims = yes | |
always_follows_primary_heir | boolean | The title will always go to the holder's primary heir | always_follows_primary_heir = yes |
de_jure_drift_disabled | boolean | Prevents the title from de jure drifting into a kingdom or empire | de_jure_drift_disabled = yes |
male_names/female_names | list<string> | A list of names that can be adopted by the title holder. For example, this allows the Pope to gain a Papal name upon his election. | male_names = { Alexander Anastasius Benedictus Caelestinus Callistus Clemens Eugenius Leo Gregorius Hadrianus Honorius Innocentius Ioannes Lucius Marinus Martinus Nicolaus Sergius Silvester Stephanus Urbanus Victor } |
cultural_names | clause | If the title is held by somebody with culture X, the title name will use the Y localization key and the adjective will use Y_adj | cultural_names = {X = Y} |
province | ID | The province ID of a barony | province = 3699 |
Duchy Capital Building
To locate the duchy capital building in the defined de jure duchy capital, list the capital as the first county defined under the duchy title. The special duchy building is placed in the first listed barony of the first listed county, even if a different county is defined as the capital.
文档 | Effects • 触发器 • 修正 • 作用域 • 变量 • 数据类型 • 本地化 • 可定制的本地化 |
脚本 | AI • 剧本 • 角色 • 效果指令 • 内阁 • 文化 • 决议 • 宗族 • 事件 • 政体 • 历史 • 地产 • 生活方式 • 军队 • 宗教 • Story cycles • 头衔 • 特质 |
地图 | 地图 • 地形 |
图形 | 3D模型 • Exporters • 界面 • Coat of arms • Graphical assets • Fonts • Particles • Shaders • Unit models |
音频 | Music • Sound |
其他 | 控制台指令 • 校验码 • 模组结构 • Troubleshooting |