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游戏本体的定义位于<code>game\common\defines\00_defines.txt</code>。 | 游戏本体的定义位于<code>game\common\defines\00_defines.txt</code>。 | ||
要修改定义,最好不要修改原版文件,而是使用模组 | 要修改定义,最好不要修改原版文件,而是使用模组 。To do so, [[Mod_structure#Creating_initial_files|create a mod]], then create a text file in ''Documents\Paradox Interactive\mod\[mod name]\common\defines''. To change a define, use the following format in the following example, which changes the end date to 1800: | ||
<pre> | <pre> | ||
NGame = { | NGame = { | ||
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} | } | ||
</pre> | </pre> | ||
The file only needs to contain the edited defines—ones that are not being changed can be left out. | |||
==定义列表== | ==定义列表== | ||
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| BENCHMARK_TEST_DURATION = 135 || 秒 || Duration of a benchmark test using the "-benchmark" launch option. | | BENCHMARK_TEST_DURATION = 135 || 秒 || Duration of a benchmark test using the "-benchmark" launch option. | ||
|- | |- | ||
| BENCHMARK_INTERFACE_INTERVAL = 5.0 || | | BENCHMARK_INTERFACE_INTERVAL = 5.0 || Seconds || Time before the benchmark changes the open UI window. | ||
|- | |- | ||
| BENCHMARK_OBSERVE_CHARACTER = k_england || Title || The title of the character who will be observed for the benchmark. | | BENCHMARK_OBSERVE_CHARACTER = k_england || Title || The title of the character who will be observed for the benchmark. | ||
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{| class="wikitable" width=100% | {| class="wikitable" width=100% | ||
|- | |- | ||
! width=30% | | ! width=30% | Variable !! Unit !! width=60% | Notes/description | ||
|- | |- | ||
| COURTLESS_CHARACTER_GUEST_CHANCE = 0.25 || || | | COURTLESS_CHARACTER_GUEST_CHANCE = 0.25 || || Chance that a courtless character is sent to a court as a guest instead of a regular courtier on game start. | ||
|- | |- | ||
| GENERATED_POOL_CHARACTERS || || | | GENERATED_POOL_CHARACTERS || || Random range for number of characters per pool (duchy) generated at the start of the game | ||
|- | |- | ||
| GENERATED_POOL_CHARACTER_TEMPLATES || || | | GENERATED_POOL_CHARACTER_TEMPLATES || || Templates used for the pool character. Presumably, the trait-based templates are characters skilled in that trait. | ||
|- | |- | ||
| GENERATED_POOL_CHARACTER_TEMPLATE_WEIGHTS || || | | GENERATED_POOL_CHARACTER_TEMPLATE_WEIGHTS || || Influence the chance of each template appearing. Correspond to the template names at the same index. | ||
|- | |- | ||
| DESIRED_NEIGHBOR_POOLS = 4 || || Number of pools each pool should try to border. | | DESIRED_NEIGHBOR_POOLS = 4 || || Number of pools each pool should try to border. | ||
|- | |- | ||
| MAX_POOL_NEIGHBOR_DISTANCE = 3 || || | | MAX_POOL_NEIGHBOR_DISTANCE = 3 || || Maximum number of sea zones away a pool should search for a neighboring pool. | ||
|} | |} | ||
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{| class="wikitable" width=100% | {| class="wikitable" width=100% | ||
|- | |- | ||
! width=30% | | ! width=30% | Variable !! Unit !! width=60% | Notes/description | ||
|- | |- | ||
| WORLD_EXTENTS_X = 8191 || || | | WORLD_EXTENTS_X = 8191 || || How wide the map is. | ||
|- | |- | ||
| WORLD_EXTENTS_Y = 51 || || | | WORLD_EXTENTS_Y = 51 || || How deep the map is. | ||
|- | |- | ||
| WORLD_EXTENTS_Z = 4095 || || | | WORLD_EXTENTS_Z = 4095 || || How tall the map is. | ||
|- | |- | ||
| WATERLEVEL = 3.8 || || | | WATERLEVEL = 3.8 || || | ||
|} | |} | ||
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{| class="wikitable" width=100% | {| class="wikitable" width=100% | ||
|- | |- | ||
! width=30% | | ! width=30% | Variable !! Unit !! width=60% | Notes/description | ||
|- | |- | ||
| MALE_RANDOM_AGE_BASE = 16 || | | MALE_RANDOM_AGE_BASE = 16 || Years || The initial age of randomly-generated male characters. | ||
|- | |- | ||
| MALE_RANDOM_AGE_SPAN = 20 || | | MALE_RANDOM_AGE_SPAN = 20 || Years || The maximum difference from the base age of male characters. The age of a random character is equal to the base plus a random value within the span. | ||
|- | |- | ||
| FEMALE_RANDOM_AGE_BASE = 16 || | | FEMALE_RANDOM_AGE_BASE = 16 || Years || The initial age of randomly-generated female characters. | ||
|- | |- | ||
| FEMALE_RANDOM_AGE_SPAN = 16 || | | FEMALE_RANDOM_AGE_SPAN = 16 || Years || The maximum difference from the base age of female characters. The age of a random character is equal to the base plus a random value within the span. | ||
|- | |- | ||
| RANDOM_PERSONALITY_TRAITS_BASE = 3 || || | | RANDOM_PERSONALITY_TRAITS_BASE = 3 || || The initial number of personality traits for randomly-generated characters. | ||
|- | |- | ||
| RANDOM_PERSONALITY_TRAITS_SPAN = 0 || || | | RANDOM_PERSONALITY_TRAITS_SPAN = 0 || || The maximum difference from the base number of traits. By default, randomly-generated characters always have 3 traits. | ||
|- | |- | ||
| RANDOM_CHARACTER_DIPLOMACY_MIN = 0 || || | | RANDOM_CHARACTER_DIPLOMACY_MIN = 0 || || Minimum possible base diplomacy of a randomly-generated character. | ||
|- | |- | ||
| RANDOM_CHARACTER_DIPLOMACY_MAX = 10 || || | | RANDOM_CHARACTER_DIPLOMACY_MAX = 10 || || Maximum possible base diplomacy of a randomly-generated character. | ||
|- | |- | ||
| RANDOM_CHARACTER_MARTIAL_MIN = 0 || || | | RANDOM_CHARACTER_MARTIAL_MIN = 0 || || Minimum possible base martial of a randomly-generated character. | ||
|- | |- | ||
| RANDOM_CHARACTER_MARTIAL_MAX = 10 || || | | RANDOM_CHARACTER_MARTIAL_MAX = 10 || || Maximum possible base martial of a randomly-generated character. | ||
|- | |- | ||
| RANDOM_CHARACTER_STEWARDSHIP_MIN = 0 || || | | RANDOM_CHARACTER_STEWARDSHIP_MIN = 0 || || Minimum possible base stewardship of a randomly-generated character. | ||
|- | |- | ||
| RANDOM_CHARACTER_STEWARDSHIP_MAX = 10 || || | | RANDOM_CHARACTER_STEWARDSHIP_MAX = 10 || || Maximum possible base stewardship of a randomly-generated character. | ||
|- | |- | ||
| RANDOM_CHARACTER_INTRIGUE_MIN = 0 || || | | RANDOM_CHARACTER_INTRIGUE_MIN = 0 || || Minimum possible base intrigue of a randomly-generated character. | ||
|- | |- | ||
| RANDOM_CHARACTER_INTRIGUE_MAX = 10 || || | | RANDOM_CHARACTER_INTRIGUE_MAX = 10 || || Maximum possible base intrigue of a randomly-generated character. | ||
|- | |- | ||
| RANDOM_CHARACTER_LEARNING_MIN = 0 || || | | RANDOM_CHARACTER_LEARNING_MIN = 0 || || Minimum possible base learning of a randomly-generated character. | ||
|- | |- | ||
| RANDOM_CHARACTER_LEARNING_MAX = 10 || || | | RANDOM_CHARACTER_LEARNING_MAX = 10 || || Maximum possible base learning of a randomly-generated character. | ||
|- | |- | ||
| RANDOM_CHARACTER_PROWESS_MIN = 0 || || | | RANDOM_CHARACTER_PROWESS_MIN = 0 || || Minimum possible base prowess of a randomly-generated character. | ||
|- | |- | ||
| RANDOM_CHARACTER_PROWESS_MAX = 10 || || | | RANDOM_CHARACTER_PROWESS_MAX = 10 || || Maximum possible base prowess of a randomly-generated character. | ||
|- | |- | ||
| RANDOM_CHARACTER_MIN_FERTILITY = 0.5 || || | | RANDOM_CHARACTER_MIN_FERTILITY = 0.5 || || Minimum possible base fertility of a randomly-generated character. | ||
|- | |- | ||
| RANDOM_CHARACTER_MAX_FERTILITY = 0.6 || || | | RANDOM_CHARACTER_MAX_FERTILITY = 0.6 || || Maximum possible base fertility of a randomly-generated character. | ||
|- | |- | ||
| RANDOM_CHARACTER_MIN_HEALTH = 4.0 || || | | RANDOM_CHARACTER_MIN_HEALTH = 4.0 || || Minimum possible base health of a randomly-generated character. | ||
|- | |- | ||
| RANDOM_CHARACTER_MAX_HEALTH = 5.0 || || | | RANDOM_CHARACTER_MAX_HEALTH = 5.0 || || Maximum possible base health of a randomly-generated character. | ||
|- | |- | ||
| RANDOM_CHARACTER_AGE_MIN_HEALTH = 2.5 || || | | RANDOM_CHARACTER_AGE_MIN_HEALTH = 2.5 || || Minimum base health for randomly-generated characters after adjusting for age. | ||
|- | |- | ||
| MAX_STRESS_LEVEL = 3 || || | | MAX_STRESS_LEVEL = 3 || || | ||
|- | |- | ||
| STRESS_PER_LEVEL = 100 || || | | STRESS_PER_LEVEL = 100 || || | ||
|- | |- | ||
| STRESS_MONTHLY_CHANGE = 0 || || | | STRESS_MONTHLY_CHANGE = 0 || || Stress changes monthly by this value until reaching a character's base stress. | ||
|- | |- | ||
| MAX_DREAD = 100 || || | | MAX_DREAD = 100 || || | ||
|- | |- | ||
| BASE_DREAD = 0 || || | | BASE_DREAD = 0 || || | ||
|- | |- | ||
| DREAD_MONTHLY_CHANGE = 0.5 || || | | DREAD_MONTHLY_CHANGE = 0.5 || || Dread changes monthly by this value until reaching a character's base dread. | ||
|- | |- | ||
| BOLD_LEVEL_COWED = 45 || || | | BOLD_LEVEL_COWED = 45 || || The amount of dread above a character's [[Attributes#Dread|boldness value]] for them to be terrified. | ||
|- | |- | ||
| BOLD_LEVEL_INTIMIDATED = 20 || || | | BOLD_LEVEL_INTIMIDATED = 20 || || The amount of dread above a character's [[Attributes#Dread|boldness value]] for them to be intimidated. | ||
|- | |- | ||
| MAX_TYRANNY = 1000 || || | | MAX_TYRANNY = 1000 || || | ||
|- | |- | ||
| TYRANNY_MONTHLY_CHANGE = -0.25 || || | | TYRANNY_MONTHLY_CHANGE = -0.25 || || Tyranny changes by this amount every month. | ||
|- | |- | ||
| BASE_FERTILITY = 0.5 || || | | BASE_FERTILITY = 0.5 || || | ||
|- | |- | ||
| BASE_HEALTH = 5.0 || || | | BASE_HEALTH = 5.0 || || | ||
|- | |- | ||
| LEVELS_PIETY || || | | LEVELS_PIETY || || Amounts of piety needed for various devotion levels. The first/lowest level is first in the list, and they are sorted in ascending order. | ||
|- | |- | ||
| LEVELS_PRESTIGE || || | | LEVELS_PRESTIGE || || Amounts of prestige needed for various fame levels. The first/lowest level is first in the list, and they are sorted in ascending order. | ||
|- | |- | ||
| BASE_PIETY_EXPERIENCE = 1000 || || | | BASE_PIETY_EXPERIENCE = 1000 || || Initial piety experience (used for devotion). | ||
|- | |- | ||
| BASE_PRESTIGE_EXPERIENCE = 1000 || || | | BASE_PRESTIGE_EXPERIENCE = 1000 || || Initial prestige experience (used for fame). | ||
|- | |- | ||
| LEVEL_DROP_MAX_RETAINED_PROGRESS_PIETY = 0.5 || || | | LEVEL_DROP_MAX_RETAINED_PROGRESS_PIETY = 0.5 || || A character who drops a level of devotion retains this amount (percentage) of progress towards the next level. | ||
|- | |- | ||
| LEVEL_DROP_MAX_RETAINED_PROGRESS_PRESTIGE = 0.5 || || | | LEVEL_DROP_MAX_RETAINED_PROGRESS_PRESTIGE = 0.5 || || A character who drops a level of fame retains this amount (percentage) of progress towards the next level. | ||
|- | |- | ||
| LEVELS_PIETY_GRAPHICAL_STEP = 1 || || | | LEVELS_PIETY_GRAPHICAL_STEP = 1 || || How many levels of devotion should increment before the icon changes. | ||
|- | |- | ||
| LEVELS_PRESTIGE_GRAPHICAL_STEP = 1 || || | | LEVELS_PRESTIGE_GRAPHICAL_STEP = 1 || || How many levels of fame should increment before the icon changes. | ||
|- | |- | ||
| PIETY_ZERO_LEVEL = 1 || || | | PIETY_ZERO_LEVEL = 1 || || The devotion level considered to be the initial or "zero" level. | ||
|- | |- | ||
| PRESTIGE_ZERO_LEVEL = 1 || || | | PRESTIGE_ZERO_LEVEL = 1 || || The fame level considered to be the initial or "zero" level. | ||
|- | |- | ||
| TODDLER_AGE = 3 || | | TODDLER_AGE = 3 || Years || Age at which a character becomes a toddler. This is when they receive their childhood trait. | ||
|- | |- | ||
| CHILDHOOD_AGE = 6 || | | CHILDHOOD_AGE = 6 || Years || Age at which a character becomes a child. This is when they are assigned an education (based on the childhood trait) and begin their education. | ||
|- | |- | ||
| ADOLESCENCE_AGE = 12 || | | ADOLESCENCE_AGE = 12 || Years || Age of adolescence. Used for education. | ||
|- | |- | ||
| MALE_ADULT_AGE = 16 || | | MALE_ADULT_AGE = 16 || Years || Age at which male characters become adults, which has several effects, such as unlocking various diplomatic actions. | ||
|- | |- | ||
| FEMALE_ADULT_AGE = 16 || | | FEMALE_ADULT_AGE = 16 || Years || Age at which female characters become adults, which has several effects, such as unlocking various diplomatic actions. | ||
|- | |- | ||
| BETROTHAL_TIMEOUT_AGE = 17 || | | BETROTHAL_TIMEOUT_AGE = 17 || Years || Presumably the age at which unfulfilled betrothals are cancelled (once both have reached this age). | ||
|- | |- | ||
| MALE_ATTRACTION_CUTOFF_AGE = 65 || | | MALE_ATTRACTION_CUTOFF_AGE = 65 || Years || After this age, the attraction of traits no longer has an effect for male characters. | ||
|- | |- | ||
| FEMALE_ATTRACTION_CUTOFF_AGE = 50 || | | FEMALE_ATTRACTION_CUTOFF_AGE = 50 || Years || After this age, the attraction of traits no longer has an effect for female characters. | ||
|- | |- | ||
| HEALTH_STATE_LEVELS_VALUES || || | | HEALTH_STATE_LEVELS_VALUES || || Health thresholds for the various health levels (such as "fine," "poor," etc.). | ||
|- | |- | ||
| HEALTH_STATE_LEVELS_TEXTS || || | | HEALTH_STATE_LEVELS_TEXTS || || Text for the various health thresholds. They correspond with the levels defined in HEALTH_STATE_LEVELS_VALUES. | ||
|- | |- | ||
| SKILL_LEVELS_VALUES || || | | SKILL_LEVELS_VALUES || || Skill level thresholds used for the descriptions (such as "average," "good," etc.). | ||
|- | |- | ||
| SKILL_LEVELS_TEXTS || || | | SKILL_LEVELS_TEXTS || || Text for the various skill level thresholds. They correspond with the levels defined in SKILL_LEVELS_VALUES. | ||
|- | |- | ||
| SKILL_MODIFIER_OFFSET = -8 || || | | SKILL_MODIFIER_OFFSET = -8 || || Skill modifiers with offset add this from the skill value. | ||
|- | |- | ||
| MAX_RELATIONS_TO_SHOW = 3 || || | | MAX_RELATIONS_TO_SHOW = 3 || || Used for the character window. | ||
|- | |- | ||
| PRESTIGE_FROM_DYNASTY_ON_MARRIAGE_FACTOR = 0.1 || || | | PRESTIGE_FROM_DYNASTY_ON_MARRIAGE_FACTOR = 0.1 || || Used to calculate prestige gain on marriage. | ||
|- | |- | ||
| PRESTIGE_FROM_DYNASTY_ON_BORN_FACTOR = 0.2 || || | | PRESTIGE_FROM_DYNASTY_ON_BORN_FACTOR = 0.2 || || Used to calculate initial prestige on birth. | ||
|- | |- | ||
| MARRIAGE_TIER_DIFF_PRESTIGE_MULT = 100 || || | | MARRIAGE_TIER_DIFF_PRESTIGE_MULT = 100 || || | ||
|- | |- | ||
| CHARACTER_TRAVEL_TIME = 0.1 || || | | CHARACTER_TRAVEL_TIME = 0.1 || || Multiplied by the distance between locations on the map. | ||
|- | |- | ||
| FOCUS_CHILD_MIN_AGE = 6 || || | | FOCUS_CHILD_MIN_AGE = 6 || || | ||
|- | |- | ||
| FOCUS_CHILD_MAX_CHANGES = 1 || || | | FOCUS_CHILD_MAX_CHANGES = 1 || || Maximum number of times a child's education focus can be changed. | ||
|- | |- | ||
| FOCUS_ADULT_COOLDOWN_MONTHS = 60 || | | FOCUS_ADULT_COOLDOWN_MONTHS = 60 || Months || Number of months between being able to change lifestyle focus. | ||
|- | |- | ||
| SKILL_SCALE_AGE = 16 || || | | SKILL_SCALE_AGE = 16 || || | ||
|- | |- | ||
| MAX_HEIR_TO_SHOWN = 4 || || | | MAX_HEIR_TO_SHOWN = 4 || || Number of "heir to" titles to be shown. | ||
|- | |- | ||
| MAX_PARENT_STEPS_FOR_HEIR = 6 || || | | MAX_PARENT_STEPS_FOR_HEIR = 6 || || Number of steps up to search for heirs if no descendants can be found. | ||
|- | |- | ||
| MIN_HEIR_TO_FIND = 20 || || | | MIN_HEIR_TO_FIND = 20 || || Number of heirs to find (in the line of succession) before stopping to look for more. Higher numbers can negatively impact performance. | ||
|- | |- | ||
| MAX_HEIRS_IN_LINE_OF_SUCCESSION_TOOLTIP = 5 || || | | MAX_HEIRS_IN_LINE_OF_SUCCESSION_TOOLTIP = 5 || || How many heirs to show in the tooltip for a title. | ||
|- | |- | ||
| MAX_POTENTIAL_SPOUSES = 100000 || || | | MAX_POTENTIAL_SPOUSES = 100000 || || Maximum number of potential spouses shown in the "find spouse" or "arrange marriage" windows. | ||
|- | |- | ||
| MONTHS_OF_INCOME_AT_START = 12 || | | MONTHS_OF_INCOME_AT_START = 12 || Months || All rulers start with this many months of income in their treasuries. | ||
|- | |- | ||
| MAXIMUM_DIPLOMATIC_RANGE = 1000 || || | | MAXIMUM_DIPLOMATIC_RANGE = 1000 || || Distance before characters are considered outside of diplomatic range on the default setting. | ||
|- | |- | ||
| MAXIMUM_DIPLOMATIC_RANGE_RESTRICTED = 750 || || | | MAXIMUM_DIPLOMATIC_RANGE_RESTRICTED = 750 || || Distance before characters are considered outside of diplomatic range on the restricted diplomatic range game rule. | ||
|- | |- | ||
| HOOK_COOLDOWN_DURATION_YEARS = 5 || | | HOOK_COOLDOWN_DURATION_YEARS = 5 || Years || Strong hook cooldown duration (upon being used). | ||
|- | |- | ||
| MAX_COUNTIES_IN_REALM_AS_DUKE = 30 || || | | MAX_COUNTIES_IN_REALM_AS_DUKE = 30 || || As a duke or count, the player (AI characters are unaffected) will begin to suffer penalties if going beyond this number of counties. Kings and emperors do not suffer the penalty. | ||
|- | |- | ||
| INCOME_PENALTY_PER_COUNTY_ABOVE_LIMIT = 0.05 || || | | INCOME_PENALTY_PER_COUNTY_ABOVE_LIMIT = 0.05 || || Going above the county limit defined in MAX_COUNTIES_IN_REALM_AS_DUKE reduces monthly income by this percentage per county. | ||
|- | |- | ||
| FORCED_SUCCESSION_ELECTION_YEARS = 5 || | | FORCED_SUCCESSION_ELECTION_YEARS = 5 || Years || Length of time someone is forced to vote with another elector when a strong hook is used to do so. | ||
|- | |- | ||
| MINIMUM_VALUE_FOR_PERSONALITY_DESCRIPTION = 25 || || [[Character#AI_Personality|AI | | MINIMUM_VALUE_FOR_PERSONALITY_DESCRIPTION = 25 || || [[Character#AI_Personality|AI personality]] values below this are ignored when building personality descriptions. | ||
|- | |- | ||
| STRONG_VALUE_FOR_PERSONALITY_DESCRIPTION = 75 || || AI | | STRONG_VALUE_FOR_PERSONALITY_DESCRIPTION = 75 || || AI personality values above this get a stronger version in the personality description. | ||
|- | |- | ||
| MINIMUM_TIER_FOR_REGNAL_NUMBERING = 3 || || Minimum tier in order for regnal numbering to be used. 1 is baron, 5 is emperor. | | MINIMUM_TIER_FOR_REGNAL_NUMBERING = 3 || || Minimum tier in order for regnal numbering to be used. 1 is baron, 5 is emperor. |