宗教模组制作:修订间差异

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(文本替换 - 替换“Category:Modding”为“Category:模组制作”)
无编辑摘要
 
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New religions can easily be added into the game using the highly modular design which the game offers.
{{Version|1.0}}{{需要翻译}}
==Religion family==
使用游戏提供的高度模块化设计,很容易在游戏中添加新宗教。
Each religion belongs to a family. The three vanilla families are Abrahamic, Eastern and Pagan. For instance:
== 宗教组==
每个宗教属于一个宗教组。三个原版宗教组是亚伯拉罕宗教组、东方宗教组和原始宗教组。例如:


* Christianity and Islam are part of the Abrahamic Family
* 基督教和伊斯兰教属于亚伯拉罕宗教组
* Slavism and Tengrism are part of the Pagan Family
* 斯拉夫原始宗教和原始宗教属于原始宗教组


Religion families are located in ''/common/religion/religion_families''. The religion family is defined as a tag with an alphanumerical ID. For example, the Abrahamic family is defined as follows:
宗教组位于<code>/common/religion/religion_families</code>。宗教组使用带有字母数字ID的标签定义。举例,亚伯拉罕宗教组定义如下:


<pre>
<pre>
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}
}
</pre>
</pre>
Below is a list of all parameters that can be set for religion families.
下表是设置宗教组时可以使用的所有参数。


{| class="wikitable sortable"
{| class="wikitable sortable"
!Attribute
! 属性
!Type
! 类型
!Description
! 描述
!Example
! 举例
|-
|-
|name
|name
|localization key
|localization key
|If not set will use the object key as localization key
| 如果没有设置,则将对象的键值作为本地化键值。
|name = name_of_the_family
|name = name_of_the_family
|-
|-
|is_pagan
|is_pagan
|boolean
|boolean
|Specifies if the group is pagan or not (default value is yes)
| 指定该组是否为原始宗教(默认值是yes)。
|is_pagan = no
|is_pagan = no
|-
|-
|graphical_faith
|graphical_faith
|gfx
|gfx
|All religions in this family default to this 3D model (currently used for temple assets). Order of precedence is the lowest level scripted in: faith > religion > family.
| 该宗教组内的所有宗教默认为此3D模型(目前用于神殿地产)。优先顺序是从最低级开始:信仰 > 宗教 > 宗教组。
|graphical_faith = catholic_gfx
|graphical_faith = catholic_gfx
|-
|-
|piety_icon_group
|piety_icon_group
|gfx
|gfx
|All religions in this family default to this set of piety icons. Order of precedence is the lowest level scripted in: faith > religion > family.
| 该宗教组内的所有宗教默认为此组虔诚图标。优先顺序是从最低级开始:信仰 > 宗教 > 宗教组。
|piety_icon_group = christian
|piety_icon_group = christian
|-
|-
|doctrine_background_icon
|doctrine_background_icon
|gfx
|gfx
|All religions in this family default to this doctrine background icon. Order of precedence is the lowest level scripted in: faith > religion > family.
| 该宗教组内的所有宗教默认为此教义背景图标。优先顺序是从最低级开始:信仰 > 宗教 > 宗教组。
|doctrine_background_icon = core_tenet_banner_christian.dds
|doctrine_background_icon = core_tenet_banner_christian.dds
|-
|-
|hostility_doctrine
|hostility_doctrine
|doctrine
|doctrine
|INTERFACE ONLY: Use this doctrine when displaying hostility information for the whole religious family (if not scripted, then show no information)
|INTERFACE ONLY :Use this doctrine when displaying hostility information for the whole religious family (if not scripted, then show no information)
|hostility_doctrine = christian_hostility_doctrine
|hostility_doctrine = christian_hostility_doctrine
|-
|-
|}
|}
==Religion structure==
== 宗教结构==


Religions are located in the ''/common/religion/religions'' folder. Each religion is defined within a file, and the faiths that belong to it are defined within that definition. The religion family is defined as a tag with an alphanumerical ID. Here is an example of a fictional religion (localization and faiths are addressed below):
宗教位于<code>/common/religion/religions</code>文件夹。每个宗教使用一个文件定义,并且属于该宗教的信仰也在其中定义。宗教使用带有字母数字ID的标签定义。下面是一个虚构宗教的例子(本地化和信仰将在下文讨论):
<pre>
<pre>
sea_cults = {
sea_cults = {
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doctrine = doctrine_kinslaying_accepted
doctrine = doctrine_kinslaying_accepted
doctrine = doctrine_deviancy_accepted
doctrine = doctrine_deviancy_accepted
doctrine = doctrine_witchcraft_accepted
doctrine = doctrine_witchcraft_crime


#Clerical Functions
#Clerical Functions
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</pre>
</pre>


Below is a list of all parameters that can be set for religion families.
下表是设置宗教时可以使用的所有参数。


{| class="wikitable sortable"
{| class="wikitable sortable"
!Attribute
! 属性
!Type
! 类型
!Description
! 描述
!Example
! 举例
|-
|-
|family
|family
|religion family
|religion family
|What religion family the religion belongs to
| 宗教所属的宗教组。
|family = family_name
|family = family_name
|-
|-
|graphical_faith
|graphical_faith
|gfx
|gfx
|All faiths in this religion default to this 3D model (currently used for temple assets). Order of precedence is the lowest level scripted in: faith > religion > family.
| 该宗教组内的所有信仰默认为此3D模型(目前用于神殿地产)。优先顺序是从最低级开始:信仰 > 宗教 > 宗教组。
|graphical_faith = catholic_gfx
|graphical_faith = catholic_gfx
|-
|-
|piety_icon_group
|piety_icon_group
|gfx
|gfx
|All faiths in this religion default to this set of piety icons. Order of precedence is the lowest level scripted in: faith > religion > family.
| 该宗教组内的所有信仰默认为此组虔诚图标。优先顺序是从最低级开始:信仰 > 宗教 > 宗教组。
|piety_icon_group = christian
|piety_icon_group = christian
|-
|-
|doctrine_background_icon
|doctrine_background_icon
|image file
|image file
|All faiths in this religion default to this doctrine background icon. Order of precedence is the lowest level scripted in: faith > religion > family.
| 该宗教组内的所有信仰默认为此教义背景图标。优先顺序是从最低级开始:信仰 > 宗教 > 宗教组。
|doctrine_background_icon = core_tenet_banner_christian.dds
|doctrine_background_icon = core_tenet_banner_christian.dds
|-
|-
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|doctrine
|doctrine
|doctrine
|doctrine
|Doctrines defined in a religion will be applied to all faiths within it. This is only at game start; it is purely for script convenience, and would be equivalent to putting the doctrine in all the faiths. It can be overridden by putting a different doctrine in the group in the specific faith. Note that doctrines that allow more than one pick can '''not''' be defined on a religion level, as there's no obvious override system that would work then. Doctrines cannot be defined after the faiths section.
| 在宗教内定义的教义将应用于其中的所有信仰。这只是在游戏开局时;这纯粹是为了方便写脚本,相当于把教义放在所有信仰内。在具体的信仰内定义不同的教义可以覆盖它。Note that doctrines that allow more than one pick can '''not''' be defined on a religion level, as there's no obvious override system that would work then. 教义不能在信仰部分之后定义。
|doctrine = doctrine_spiritual_head
|doctrine = doctrine_spiritual_head
|-
|-
|traits
|traits
|clause
|clause
|Defines which traits are considered virtues and sins by the religion. Notes on virtues and sins: List traits that are virtues for all followers. Trait groups also work. If more than one trait in a group is defined (or the group itself), only the first will be shown in the UI
| 定义哪些特质被认为是美德和罪恶。Notes on virtues and sins: List traits that are virtues for all followers. Trait groups also work. If more than one trait in a group is defined (or the group itself), only the first will be shown in the UI
sins = { ... } #   (sins)
sins = { ... } #   (sins)
# Virtues and sins give an opinion bonus/penalty (see VIRTUOUS_TRAIT and SINFUL_TRAIT defines). For that it is the "viewer's" faith that matters.
# Virtues and sins give an opinion bonus/penalty (see VIRTUOUS_TRAIT and SINFUL_TRAIT defines). For that it is the "viewer's" faith that matters.
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|reserved_male_names
|reserved_male_names
|list<string>
|list<string>
|Names listed here will be applied to all faiths that don't define reserved_male_names themselves. These names can be applied to newborn males when selecting a religion-based name.
| 在此处列出的名称应用于所有没有定义 <code>reserved_male_names</code>的信仰。新生男童选择基于宗教的名称时可以选择这些名称。
|reserved_male_names = { Rodrigo Johan Paradoxus }
|reserved_male_names = { Rodrigo Johan Paradoxus }
|-
|-
|reserved_female_names
|reserved_female_names
|list<string>
|list<string>
|Same as reserved_male_names, but applied to female characters instead.
| 和<code>reserved_male_names</code>一样,只是应用于女性角色。
|
|
|-
|-
|custom_faith_icons
|custom_faith_icons
|list<gfx>
|list<gfx>
|When creating a custom faith, these will be the available icons. Path is  "gfx/interface/icons/religion/%s.dds", where %s is the name. Also needs a text icon
| 创建自定义信仰时,这些是可用的图标。<code>gfx/interface/icons/religion/%s.dds</code>,其中 %s 是名称。Also needs a text icon
|custom_faith_icons = { custom_faith_1 custom_faith_2 custom_faith_3 }
|custom_faith_icons = { custom_faith_1 custom_faith_2 custom_faith_3 }
|-
|-
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|holy_order_names
|holy_order_names
|list<clause>
|list<clause>
|Names and CoAs that can be used by holy orders of this religion. These are used if there are none available for the faith. If there are none left here, it uses "holy_order_default" as name and a randomly generated CoA instead.
| 该宗教的骑士团可以使用的名称和盾徽。These are used if there are none available for the faith. If there are none left here, it uses "holy_order_default" as name and a randomly generated CoA instead.
|<pre>holy_order_names = {
|<pre>holy_order_names = {
{ name = "holy_order_name1" coat_of_arms = "holy_order_coa1" }
{ name = "holy_order_name1" coat_of_arms = "holy_order_coa1" }
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|faiths
|faiths
|list<Faiths>
|list<Faiths>
|See below
| 见下文
|
|
|-
|-
|}
|}


==Faiths==
== 信仰==
Faiths are defined within the faith clause of a religion. They can overwrite default doctrines and graphics set for the whole religion. Here is an example of a fictional faith within the religion defined above.
Faiths are defined within the faith clause of a religion. They can overwrite default doctrines and graphics set for the whole religion. Here is an example of a fictional faith within the religion defined above.


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|icon
|icon
|gfx
|gfx
|If you want to use another faith's icon
| 如果你想要使用其他信仰图标。
|icon = bosnian_church
|icon = bosnian_church
|-
|-
|graphical_faith
|graphical_faith
|gfx
|gfx
|This faith (and custom faiths based on this faith) use this 3D model (currently used for temple assets). Order of precedence is the lowest level scripted in: faith > religion > family.
| 该信仰(以及基于该信仰的自定义信仰)使用此3D模型(目前用于神殿地产)。优先顺序是从最低级开始:信仰 > 宗教 > 宗教组。
|graphical_faith = catholic_gfx
|graphical_faith = catholic_gfx
|-
|-
|piety_icon_group
|piety_icon_group
|gfx
|gfx
|This faith (and custom faiths based on this faith) use this set of piety icons. Order of precedence is the lowest level scripted in: faith > religion > family.
| 该信仰(以及基于该信仰的自定义信仰)使用此组虔诚图标。优先顺序是从最低级开始:信仰 > 宗教 > 宗教组。
|piety_icon_group = christian
|piety_icon_group = christian
|-
|-
|doctrine_background_icon
|doctrine_background_icon
|gfx
|gfx
|This faith (and custom faiths based on this faith) use this doctrine background icon. Order of precedence is the lowest level scripted in: faith > religion > family.
| 该信仰(以及基于该信仰的自定义信仰)使用此教义背景图标。优先顺序是从最低级开始:信仰 > 宗教 > 宗教组。
|
|
|-
|-
|religious_head
|religious_head
|title
|title
|What title should be this faith's religious head. If not set, will not have a religious head (unless created elsewhere in script)
| 信仰领袖应该持有的头衔。如果没有设置,将不会拥有信仰领袖(除非在脚本的其他地方创建)
|religious_head = d_coptic_papacy
|religious_head = d_coptic_papacy
|-
|-
|holy_site
|holy_site
|holy site
|holy site
|Holy site, as defined in the holy_site folder. You can add any number of these
| 圣地,在<code>holy_site</code>文件夹中定义。你可以添加任意数量的圣地。
|holy_site = jerusalem
|holy_site = jerusalem
|-
|-
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|}
|}


==Localization==
== 本地化==
The localization clause in both faiths and religions provides key-value pairs for localization. However, this clause does not include object localization for the religion/faith itself and its basic properties. The following localization keys also need defining:
The localization clause in both faiths and religions provides key-value pairs for localization. However, this clause does not include object localization for the religion/faith itself and its basic properties. The following localization keys also need defining:
* <religion/faith_name>
* <religion/faith_name>
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* GHWNamePlural
* GHWNamePlural


==Graphics==
== 图像==
No graphical modding is required to create a religion or faith, since there is an abundance of icons in the vanilla game, either in use by other religions or reserved for custom faiths. However, adding a new icon is very simple, if you feel that none of the vanilla icons are fitting for your religion. In the path ''/gfx/interface/icons/religion'', create a new 100x100 dds file. The name of the file is how the icon is referred to in the religion file. (e.g. icon = lobbist will refer to /gfx/interface/icons/religion/lobbist.dds).
创建宗教和信仰时不要求图像模组制作,因为原版游戏内有大量的图标,要么用于其他宗教,要么留给自定义信仰。但是,如果你感觉原版中没有适合你的宗教的图标,也可以轻易地添加新图标。在路径<code>/gfx/interface/icons/religion</code>,创建一个新的 100x100 dds 文件。文件名称是在宗教文件中引用该图标的方式。(例如<code>icon = lobbist</code>将引用<code>/gfx/interface/icons/religion/lobbist.dds</code>)。


==Holy sites==
== 圣地==
Custom holy sites can be added in a text document in the ''/common/religion/holy_sites'' folder. Each site is identified by a name, and contains information on the location of the site and the benefits (or potentially negatives) it brings. 
{{see also|圣地 ID}}
Custom holy sites can be added in a text document in the <code>/common/religion/holy_sites</code> folder. Each site is identified by a name, and contains information on the location of the site and the benefits (or potentially negatives) it brings. 
<pre>
<pre>
jerusalem = {
jerusalem = {
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}
}
</pre>
</pre>
Below are the attributes which can be assigned to a holy site. Only the county is necessary.
下面是可以分配给圣地的属性。只有伯爵领是必要的。


{| class="wikitable sortable"
{| class="wikitable sortable"
!Attribute
! 属性
!Type
! 类型
!Description
! 描述
!Example
! 举例
|-
|-
|county
|county
|title
|title
|The county in which the holy site is located
| 圣地所在的伯爵领。
|county = c_jerusalem
|county = c_jerusalem
|-
|-
|barony
|barony
|title
|title
|The barony in which the holy site is located
| 圣地所在的男爵领。
|barony = b_vaticano
|barony = b_vaticano
|-
|-
|character modifier
|character modifier
|modifier
|modifier
|Applied to all characters of any faith with this holy site when the holder of the barony is of their faith
| 当该圣地的持有者信奉对应信仰时,这个修正应用于所有该信仰的角色
|character_modifier = {
|character_modifier = {
monthly_piety_gain_mult = 0.2
monthly_piety_gain_mult = 0.2
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|}
|}


Holy sites also require the following keys in localization:
圣地也需要以下本地化键值:
* holy_site_<name>_name
* holy_site_<name>_name
* holy_site_<name>_effect_name
* holy_site_<name>_effect_name
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</pre>
</pre>
<br>
<br>
== 核心教义ID ==
每个核心教义在游戏文件中有一个内部ID用于引用。一般,核心教义的ID来自于它的名称:
# 使用默认的非变体名称(即,不是特定信仰使用的异名)
# 将所有大写字母转为小写(<code>A...Z->a...z</code>)
# 将所有空格(<code> </code>)替换为下划线(<code>_</code>)
# 在名称前添加<code>tenet_</code>
不满足上述方式的核心教义ID列于下表:
{| class="mildtable sortable"
|-
! 名称
! 核心教义 ID
|-
| [[生而兴旺]]
| tenet_mystical_birthright
|-
| [[神慰圣事]]
| tenet_consolamentum
|-
| [[教权制]]
| tenet_pentarchy
|-
| [[宗教法]]
| tenet_religious_legal_pronouncements
|-
| [[圣诳]]
| tenet_sacred_shadows
|-
| [[认可假意改信]]
| tenet_false_conversion_sanction
|-
| [[斗争与顺服]]
| tenet_struggle_submission
|-
| [[调和信仰的民间传统]]
| tenet_unreformed_syncretism
|}


{{Modding navbox}}
{{Modding navbox}}
[[Category:模组制作]]
[[Category:模组制作]]
[[en:Religions modding]]

2020年12月30日 (三) 12:14的最新版本

使用游戏提供的高度模块化设计,很容易在游戏中添加新宗教。

宗教组[编辑 | 编辑源代码]

每个宗教属于一个宗教组。三个原版宗教组是亚伯拉罕宗教组、东方宗教组和原始宗教组。例如:

  • 基督教和伊斯兰教属于亚伯拉罕宗教组
  • 斯拉夫原始宗教和原始宗教属于原始宗教组

宗教组位于/common/religion/religion_families。宗教组使用带有字母数字ID的标签定义。举例,亚伯拉罕宗教组定义如下:

rf_abrahamic = {
	graphical_faith = "orthodox_gfx"
	hostility_doctrine = abrahamic_hostility_doctrine
	doctrine_background_icon = core_tenet_banner_christian.dds
}

下表是设置宗教组时可以使用的所有参数。

属性 类型 描述 举例
name localization key 如果没有设置,则将对象的键值作为本地化键值。 name = name_of_the_family
is_pagan boolean 指定该组是否为原始宗教(默认值是yes)。 is_pagan = no
graphical_faith gfx 该宗教组内的所有宗教默认为此3D模型(目前用于神殿地产)。优先顺序是从最低级开始:信仰 > 宗教 > 宗教组。 graphical_faith = catholic_gfx
piety_icon_group gfx 该宗教组内的所有宗教默认为此组虔诚图标。优先顺序是从最低级开始:信仰 > 宗教 > 宗教组。 piety_icon_group = christian
doctrine_background_icon gfx 该宗教组内的所有宗教默认为此教义背景图标。优先顺序是从最低级开始:信仰 > 宗教 > 宗教组。 doctrine_background_icon = core_tenet_banner_christian.dds
hostility_doctrine doctrine INTERFACE ONLY:Use this doctrine when displaying hostility information for the whole religious family (if not scripted, then show no information) hostility_doctrine = christian_hostility_doctrine

宗教结构[编辑 | 编辑源代码]

宗教位于/common/religion/religions文件夹。每个宗教使用一个文件定义,并且属于该宗教的信仰也在其中定义。宗教使用带有字母数字ID的标签定义。下面是一个虚构宗教的例子(本地化和信仰将在下文讨论):

sea_cults = {
	family = rf_pagan
	graphical_faith = pagan_gfx
	
	doctrine = pagan_hostility_doctrine
	
	pagan_roots = yes
	
	#Main Group
	doctrine = doctrine_spiritual_head
	doctrine = doctrine_gender_male_dominated
	doctrine = doctrine_pluralism_fundamentalist
	doctrine = doctrine_theocracy_lay_clergy

	#Marriage
	doctrine = doctrine_concubines
	doctrine = doctrine_divorce_allowed
	doctrine = doctrine_bastardry_legitimization
	doctrine = doctrine_consanguinity_cousins

	#Crimes
	doctrine = doctrine_homosexuality_shunned
	doctrine = doctrine_adultery_men_shunned
	doctrine = doctrine_adultery_women_accepted
	doctrine = doctrine_kinslaying_accepted
	doctrine = doctrine_deviancy_accepted
	doctrine = doctrine_witchcraft_crime

	#Clerical Functions
	doctrine = doctrine_clerical_function_taxation
	doctrine = doctrine_clerical_gender_either
	doctrine = doctrine_clerical_marriage_allowed
	doctrine = doctrine_clerical_succession_spiritual_appointment

	traits = {
		virtues = { brave lunatic_1 wrathful }
		sins = { patient content shy }
	}

	reserved_male_names = {
		Lobbo Lobbeu Lobst Lob Lobr Loabstr Lobb Lub Leurbo
	}
	reserved_female_names = {
		Lobba Lobbelia Lobsta Loba Lober Loabstra Lobba Lubas Leurbos
	}
	holy_order_names = {
		{ name = "holy_order_claw_bearers" }
		{ name = "holy_order_clackers" }
		{ name = "holy_order_servants_of_the_lobbo" }
		{ name = "holy_order_the_pile" }
	}
	holy_order_maa = { huscarl }
	custom_faith_icons = { custom_faith_1 custom_faith_2 custom_faith_3 custom_faith_4 custom_faith_5 custom_faith_6 custom_faith_7 custom_faith_8 custom_faith_9 custom_faith_10 lobbist lobbist_reformed }

	localization = {
		...
	}

	faiths = {
		...
	}
}

下表是设置宗教时可以使用的所有参数。

属性 类型 描述 举例
family religion family 宗教所属的宗教组。 family = family_name
graphical_faith gfx 该宗教组内的所有信仰默认为此3D模型(目前用于神殿地产)。优先顺序是从最低级开始:信仰 > 宗教 > 宗教组。 graphical_faith = catholic_gfx
piety_icon_group gfx 该宗教组内的所有信仰默认为此组虔诚图标。优先顺序是从最低级开始:信仰 > 宗教 > 宗教组。 piety_icon_group = christian
doctrine_background_icon image file 该宗教组内的所有信仰默认为此教义背景图标。优先顺序是从最低级开始:信仰 > 宗教 > 宗教组。 doctrine_background_icon = core_tenet_banner_christian.dds
pagan_roots boolean If yes, then faiths without the unreformed doctrine are considered reformed by the interface. pagan_roots = yes
doctrine doctrine 在宗教内定义的教义将应用于其中的所有信仰。这只是在游戏开局时;这纯粹是为了方便写脚本,相当于把教义放在所有信仰内。在具体的信仰内定义不同的教义可以覆盖它。Note that doctrines that allow more than one pick can not be defined on a religion level, as there's no obvious override system that would work then. 教义不能在信仰部分之后定义。 doctrine = doctrine_spiritual_head
traits clause 定义哪些特质被认为是美德和罪恶。Notes on virtues and sins: List traits that are virtues for all followers. Trait groups also work. If more than one trait in a group is defined (or the group itself), only the first will be shown in the UI

sins = { ... } # (sins) # Virtues and sins give an opinion bonus/penalty (see VIRTUOUS_TRAIT and SINFUL_TRAIT defines). For that it is the "viewer's" faith that matters. # E.g. if generous is a christian virtue, all christian characters will think more highly of all others with that trait, even if the others are not christian. # Holders of the traits will also get the virtue_owner_modifier/sin_owner_modifier for each matching trait. # Virtues and sins can optionally have a multiplier to scale the effects (default is 1): virtues = { brave = 0.5 } # scales both the opinion effect and the modifier # And they can specify a custom modifier (default is virtue_owner_modifier/sin_owner_modifier): sins = { stubborn = { monthly_prestige = -0.1 } } # When using a custom modifier you can specify a scale as well (default is 1): sins = { stubborn = { monthly_prestige = -0.1 scale = 2 } } # scales both the opinion effect and the modifier

virtues = { brave generous } sins = { stubborn = { monthly_prestige = -0.1 scale = 2 } }
reserved_male_names list<string> 在此处列出的名称应用于所有没有定义 reserved_male_names的信仰。新生男童选择基于宗教的名称时可以选择这些名称。 reserved_male_names = { Rodrigo Johan Paradoxus }
reserved_female_names list<string> reserved_male_names一样,只是应用于女性角色。
custom_faith_icons list<gfx> 创建自定义信仰时,这些是可用的图标。gfx/interface/icons/religion/%s.dds,其中 %s 是名称。Also needs a text icon custom_faith_icons = { custom_faith_1 custom_faith_2 custom_faith_3 }
localization list<localization keys> See localization inside faiths below.
holy_order_names list<clause> 该宗教的骑士团可以使用的名称和盾徽。These are used if there are none available for the faith. If there are none left here, it uses "holy_order_default" as name and a randomly generated CoA instead.
holy_order_names = {
		{ name = "holy_order_name1" coat_of_arms = "holy_order_coa1" }
		{ name = "holy_order_name2" coat_of_arms = "holy_order_coa2" }
		...
	}
holy_order_maa list<regiment type> Men-At-Arms types mostly used for holy orders. The culture of the headquarters of the holy order must have unlocked the required innovation. (It will use the last available type in the list.) holy_order_maa = { huscarl }
faiths list<Faiths> 见下文

信仰[编辑 | 编辑源代码]

Faiths are defined within the faith clause of a religion. They can overwrite default doctrines and graphics set for the whole religion. Here is an example of a fictional faith within the religion defined above.

faiths = {
	lobbist = {
		color = { 0.2 0.2 0.9 }
		icon = lobbist
		reformed_icon = lobbist_reformed
		holy_site = uppsala
		holy_site = lejre
		holy_site = paderborn
		holy_site = zeeland
		holy_site = ranaheim

		doctrine = unreformed_faith_doctrine
		doctrine = tenet_warmonger
		doctrine = tenet_human_sacrifice
		doctrine = tenet_ancestor_worship
			
	}
}

Below is a list of all parameters that can be set for faiths.

Attribute Type Description Example
color rgb color = { 0.2 0.2 0.9 }
icon gfx 如果你想要使用其他信仰图标。 icon = bosnian_church
graphical_faith gfx 该信仰(以及基于该信仰的自定义信仰)使用此3D模型(目前用于神殿地产)。优先顺序是从最低级开始:信仰 > 宗教 > 宗教组。 graphical_faith = catholic_gfx
piety_icon_group gfx 该信仰(以及基于该信仰的自定义信仰)使用此组虔诚图标。优先顺序是从最低级开始:信仰 > 宗教 > 宗教组。 piety_icon_group = christian
doctrine_background_icon gfx 该信仰(以及基于该信仰的自定义信仰)使用此教义背景图标。优先顺序是从最低级开始:信仰 > 宗教 > 宗教组。
religious_head title 信仰领袖应该持有的头衔。如果没有设置,将不会拥有信仰领袖(除非在脚本的其他地方创建) religious_head = d_coptic_papacy
holy_site holy site 圣地,在holy_site文件夹中定义。你可以添加任意数量的圣地。 holy_site = jerusalem
doctrine doctrine
reserved_male_names/reserved_female_names list<string>
localization

本地化[编辑 | 编辑源代码]

The localization clause in both faiths and religions provides key-value pairs for localization. However, this clause does not include object localization for the religion/faith itself and its basic properties. The following localization keys also need defining:

  • <religion/faith_name>
  • <religion/faith_name>_adj
  • <religion/faith_name>_adherent
  • <religion/faith_name>_adherent_plural
  • <religion/faith_name>_desc

Below is a list of keys that need to be paired for localization. Although you can use this as a reference, it is also possible to simply copy and paste this list from a vanilla file and add your own keys where needed. Although many items in the list are not relevant to many religions/faiths, they can simply be assigned to a key used by another more relevant item. (e.g. FertilityGodName in Christianity is given as "$christianity_high_god_name$" in the localization file):

  • HighGodName
  • HighGodNamePossessive
  • HighGodNameSheHe
  • HighGodHerselfHimself
  • HighGodHerHis
  • HighGodNameAlternate
  • HighGodNameAlternatePossessive
  • CreatorName
  • CreatorNamePossessive
  • CreatorSheHe
  • CreatorHerHis
  • CreatorHerHim
  • HealthGodName
  • HealthGodNamePossessive
  • HealthGodSheHe
  • HealthGodHerHis
  • HealthGodHerHim
  • FertilityGodName
  • FertilityGodNamePossessive
  • FertilityGodSheHe
  • FertilityGodHerHis
  • FertilityGodHerHim
  • WealthGodName
  • WealthGodNamePossessive
  • WealthGodSheHe
  • WealthGodHerHis
  • WealthGodHerHim
  • HouseholdGodName
  • HouseholdGodNamePossessive
  • HouseholdGodSheHe
  • HouseholdGodHerHis
  • HouseholdGodHerHim
  • FateGodName
  • FateGodNamePossessive
  • FateGodSheHe
  • FateGodHerHis
  • FateGodHerHim
  • KnowledgeGodName
  • KnowledgeGodNamePossessive
  • KnowledgeGodSheHe
  • KnowledgeGodHerHis
  • KnowledgeGodHerHim
  • WarGodName
  • WarGodNamePossessive
  • WarGodSheHe
  • WarGodHerHis
  • WarGodHerHim
  • TricksterGodName
  • TricksterGodNamePossessive
  • TricksterGodSheHe
  • TricksterGodHerHis
  • TricksterGodHerHim
  • NightGodName
  • NightGodNamePossessive
  • NightGodSheHe
  • NightGodHerHis
  • NightGodHerHim
  • WaterGodName
  • WaterGodNamePossessive
  • WaterGodSheHe
  • WaterGodHerHis
  • WaterGodHerHim
  • PantheonTerm
  • PantheonTermHasHave
  • GoodGodNames (list)
  • DevilName
  • DevilNamePossessive
  • DevilSheHe
  • DevilHerHis
  • DevilHerselfHimself
  • EvilGodNames (list)
  • HouseOfWorship
  • HouseOfWorshipPlural
  • ReligiousSymbol
  • ReligiousText
  • ReligiousHeadName
  • ReligiousHeadTitleName
  • DevoteeMale
  • DevoteeMalePlural
  • DevoteeFemalePlural
  • DevoteeNeuter
  • DevoteeNeuterPlural
  • PriestMale
  • PriestMalePlural
  • PriestFemale
  • PriestFemalePlural
  • PriestNeuter
  • PriestNeuterPlural
  • AltPriestTermPlural
  • BishopMale
  • BishopMalePlural
  • BishopFemale
  • BishopFemalePlural
  • BishopNeuter
  • BishopNeuterPlural
  • DivineRealm
  • PositiveAfterLife
  • NegativeAfterLife
  • DeathDeityName
  • DeathDeityNamePossessive
  • DeathDeitySheHe
  • DeathDeityHerHis
  • WitchGodName
  • WitchGodHerHis
  • WitchGodSheHe
  • WitchGodHerHim
  • WitchGodMistressMaster
  • WitchGodMotherFather
  • GHWName
  • GHWNamePlural

图像[编辑 | 编辑源代码]

创建宗教和信仰时不要求图像模组制作,因为原版游戏内有大量的图标,要么用于其他宗教,要么留给自定义信仰。但是,如果你感觉原版中没有适合你的宗教的图标,也可以轻易地添加新图标。在路径/gfx/interface/icons/religion,创建一个新的 100x100 dds文件。文件名称是在宗教文件中引用该图标的方式。(例如icon = lobbist将引用/gfx/interface/icons/religion/lobbist.dds)。

圣地[编辑 | 编辑源代码]

另见:圣地 ID

Custom holy sites can be added in a text document in the /common/religion/holy_sites folder. Each site is identified by a name, and contains information on the location of the site and the benefits (or potentially negatives) it brings.

jerusalem = {
	county = c_jerusalem
	
	character_modifier = {
		monthly_piety_gain_mult = 0.2
	}
	flag = jerusalem_conversion_bonus # +20% County Conversion
}

下面是可以分配给圣地的属性。只有伯爵领是必要的。

属性 类型 描述 举例
county title 圣地所在的伯爵领。 county = c_jerusalem
barony title 圣地所在的男爵领。 barony = b_vaticano
character modifier modifier 当该圣地的持有者信奉对应信仰时,这个修正应用于所有该信仰的角色 character_modifier = {

monthly_piety_gain_mult = 0.2 }

flag flag flag = jerusalem_conversion_bonus

圣地也需要以下本地化键值:

  • holy_site_<name>_name
  • holy_site_<name>_effect_name
  • holy_site_<name>_effects
 holy_site_jerusalem_name:0 "Jerusalem"
 holy_site_jerusalem_effect_name:0 "From [holy_site|E] #weak ($holy_site_jerusalem_name$)#!"
 holy_site_jerusalem_effects:0 "County Conversion Speed: #P +20%#!"


核心教义ID[编辑 | 编辑源代码]

每个核心教义在游戏文件中有一个内部ID用于引用。一般,核心教义的ID来自于它的名称:

  1. 使用默认的非变体名称(即,不是特定信仰使用的异名)
  2. 将所有大写字母转为小写(A...Z->a...z
  3. 将所有空格( )替换为下划线(_
  4. 在名称前添加tenet_

不满足上述方式的核心教义ID列于下表:

名称 核心教义 ID
生而兴旺 tenet_mystical_birthright
神慰圣事 tenet_consolamentum
教权制 tenet_pentarchy
宗教法 tenet_religious_legal_pronouncements
圣诳 tenet_sacred_shadows
认可假意改信 tenet_false_conversion_sanction
斗争与顺服 tenet_struggle_submission
调和信仰的民间传统 tenet_unreformed_syncretism