决议可以修改进游戏中。他们是伯爵及以上的统治者可以选择的行动。
位置
Decisions belong in .txt files in the mod's common\decisions
folder. Each text file may contain multiple decisions.
结构
决议可以这样定义:
my_decision = { # 把键值等放在这里 }
Keys/blocks
The table below shows keys and blocks that may be defined. "Boolean" values may be either yes or no.
Key/block | Type | Description | Example |
---|---|---|---|
title | 覆盖标题,默认值:“ <key>”; 支持事件中的动态描述(first_valid,...); 范围:字符 |
title = <key> title = { ... } | |
picture | String (file name)
字符串(文件名称) |
Sets the image of the decision.
设置决议的图像 |
picture = "image_name.dds" |
major | 布尔值(yes/no) | 重要;默认值为no。当设置为yes时,该决议将视为重要决议 |
major = yes/no |
ai_goal | 布尔值 | If set, the AI will consider the decision a "goal" and consider it alongside major costs like title creation and holding construction. It will ignore ai_check_interval. Should only be used for things with such major costs that budgeting for it is important, as it is less performant than using a high ai_check_interval
如果设置,则AI将把该决定视为“目标”,并将其与诸如头衔创建和所有权建设之类的主要成本一起考虑。 它将忽略ai_check_interval。 只应用于预算如此重要的主要成本的事务,因为与使用高ai_check_interval相比,其性能较低 |
ai_goal = yes/no |
ai_check_frequency | 整数 | How many months to go between each check of this decision. Has to be set, except if ai_goal = yes is set. An interval of 0 means the AI will never check this decision
每次检查这个决定之间要多少个月。必须设置,除非ai_goal=yes已设置。0 的间隔意味着 AI 永远不会检查此决定 |
ai_check_frequency = 42 |
selection_tooltip | 从决策列表中选择决策时,覆盖工具提示,默认值:“ <key> _tooltip”; 支持事件中的动态描述(first_valid,...); 范围:字符 |
selection_tooltip = <key> selection_tooltip = { .. } | |
desc | 覆盖描述,默认值:“ <key> _desc”; 支持事件中的动态描述(first_valid,...); 范围:字符 |
desc = <key> desc = { ... } | |
confirm_text | 覆盖确认文本,默认值:“ <key> _confirm”; 支持事件中的动态描述(first_valid,...); 范围:字符 |
confirm_text = <key> confirm_text = { ... } | |
is_shown | 角色是否看得见决定; 范围:字符; 默认值:{always = yes} |
is_shown = { ... } | |
is_valid_showing_failures_only | 可以执行决定; 如果它们失败,这些将显示在确认按钮工具提示中; 范围:字符; 默认值:{always = yes} |
is_valid_showing_failures_only = { ... } | |
is_valid | 可以执行决定; 这些将显示在“需求”下的详细视图中; 范围:字符; 默认值:{always = yes} |
is_valid = { ... } | |
cost | Block
区块 |
Sets the cost of the decision in terms of gold, piety and prestige. The default value for each resource is zero. Not every resource has to be defined.
以黄金、虔诚和威望来设定决策的成本。每个资源的默认值为零。并非每个资源都必须定义。 |
cost = { gold = 42 piety = 42 prestige = 42 } |
effect | 区块 | 作出决定时执行的效果; 范围:字符 |
effect = { ... } |
ai_potential | 触发AI是否应该看见它 |
ai_potential = { ... } | |
ai_will_do | 返回执行决策的机会百分比。 0将永远不会执行它,100将永远执行它 |
ai_will_do = { ... } | |
widget | 指定最多一个Custom Widgets以嵌入到决策中。 请参阅下面有关Custom Widgets的部分。 |
Basic example
custom_decision = { picture = "custom_decision.dds" desc = custom_decision_desc selection_tooltip = custom_decision_tooltip is_shown = { # Put conditions for the decision to show up here. } effect = { # Add effects of the decision here. } ai_check_frequency = 0 # Change this value if you want the AI to consider this decision. }
Decision ID
Each decision uses an internal ID for reference within the game's files. The internal name of a decision in the game's files can be found by following these steps:
- Take the decision's name.
- Turn all letters into lowercase (
A...Z->a...z
). - Replace spaces (
_
). - Add
_decision
to the end.
Decisions with in-game names that do not match their internal name are included in the table below:
Decision | Internal name |
---|---|
Call Hunt | start_hunt |
Search for Physician | hire_physician |
Borrow Gold from Holy Order | borrow_from_holy_order |
Challenge the Ruler | tribal_challenge_ruler |
Stop Gaining Weight | stop_gain_weight |
Stop Losing Weight | stop_lose_weight |
Attempt Suicide | commit_suicide |
Return Roma | return_rome |
Determine Bhakti | select_personal_deity |
Give Your Ancestor a Sky Burial | give_sky_burial |
Raise a Runestone | raise_runestone |
Found Holy Order | create_holy_order |
Revoke Holy Order Lease | cancel_holy_order_lease |
Go on a Pilgrimage | go_on_pilgrimage |
Undertake the Hajj | go_on_hajj |
Restore the Kingdom of Cornwall | restore_dumnonia |
Reclaim Constantinople | set_capital_constantinople |
Reclaim Rome | set_capital_rome |
Restore the Papacy | restore_papacy |
Form the Swiss Confederation | form_switzerland_kingdom |
Form Archduchy of Austria | form_austria_kingdom |
Dismantle the Papacy | dismantle_papacy |
Restore Carolingian Borders | reform_carolingian_empire |
Unify the Burgundies | unify_burgundy_kingdom |
Unify Italy | unify_italian_empire |
Adopt Feudalism (unused) | convert_to_feudalism |
Adopt Feudal / Clan Ways through Liege | convert_to_feudalism_liege_converted |
Adopt Feudal / Clan Ways | convert_whole_realm_to_feudalism |
Form the Outremer Empire | create_outremer_empire |
Sell Minor Titles | sale_of_titles |
Restore the Ash'ari Caliphate | restore_sunni_caliphate |
Restore Israel | create_israel_kingdom |
Restore the Faith High Priesthood | jewish_restore_high_priesthood |
Restore the Faith High Priesthood | zoroastrian_restore_high_priesthood |
Become the Saoshyant | become_saoshyant |
Dismantle German Pretenders | dismantle_holy_pretender |
Dismantle Greek Pretenders | dismantle_byz_pretender |
Form the Sultanate of Rum | form_rum_sultanate |
Revive Greater Armenia | create_armenian_empire |
Consecrate Bloodline | declare_bloodline_holy |
Build a Grand Church | build_grand_church |
Faith Cannibalism | accept_cannibalism |
Request Claim on Ireland | england_request_laudabiliter |
Inspire Opus Francigenum | promote_gothic_innovations |
Build a Glass Monument | lunatic_building |
Promote Christian Settlements | promote_hungarian_settlement |
Revive Táltosism | revive_magyar_paganism |
Unite the West Slavs | unite_the_western_slavs |
Unite the South Slavs | unite_the_southern_slavs |
Defenders of High God | defenders_of_highgod |
Found a New Kingdom | found_kingdom |
Found a New Empire | found_empire |
Amnesty for False Conversions | encourage_confession_of_false_conversions |
Restore the Holy Roman Empire | restore_holy_roman_empire |
Adopt Special Succession Type | adopt_special_succession |
Found the Kingdom of Aragon | form_the_kingdom_of_aragon |
Indulge in Drink | stress_loss_drunkard |
Consume Hashish Cakes | stress_loss_hashishiyah |
Visit a Brothel | stress_loss_rakish |
Seclude Yourself | stress_loss_reclusive |
Lash Out | stress_loss_irritable |
Flagellate | stress_loss_flagellant |
Visit the Market | stress_loss_profligate |
Donate to Charity | stress_loss_improvident |
Confess | stress_loss_contrite |
Indulge in Food | stress_loss_comfort_eater |
Shun Food | stress_loss_inappetetic |
Write Thoughts Down | stress_loss_journaller |
Talk to Confidant | stress_loss_confider |
Work off Some Stress | stress_loss_athletic |
Accuse the Krstjani of Heresy | accuse_krstjani_of_heresy |
Prepare to Cross the Carpathians | launch_hungarian_migration |
Restore the Roman Empire | restore_roman_empire (as Byzantine Emperor) restore_roman_empire_holy (as Holy Roman Emperor) restore_roman_empire_italian (as Emperor of Italia) |
Host Grand Rite | host_witch_ritual_decision |
Custom Widgets
A custom widget can be embedded into a decision.
GUI files must be placed at the decision_view_widgets path (see paths.settings). The name of the file must match the widget name.
Usually these widgets require a custom controller. This should be documented in the widget's GUI file.
The data context type available in the GUI depends on the controller type.
Available controllers:
Controller Type | Data Context Name | Notes
-------------------+------------------------------------+-----------------------------------------------------------
default | EventWindowWidget | Default controller, no special behavior
create_holy_order | DecisionViewWidgetCreateHolyOrder | Show GUI to customize the new holy order.
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 |
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地图 | 地图 • 地形 |
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音频 | Music • Sound |
其他 | 控制台指令 • 校验码 • 模组结构 • Troubleshooting |