修正适用于不同的作用域。
创建一个角色修正[编辑 | 编辑源代码]
角色修正定义于目录:../common/modifiers
中的 .txt 文件。
一个角色修正的定义如下:
my_new_modifier = { icon = icon_name # 修正,例如 # tax_mult = 0.25 # county_opinion_add = -30 }
图标[编辑 | 编辑源代码]
每个修正都有一个图标和其名称一同显示。可以在修正主代码块中使用icon=icon_name
。基础游戏有以下修正图标可用:
名称 | 图标 | 名称 | 图标 |
---|---|---|---|
cat_positive | cat_negative | ||
cockroach_positive | cockroach_negative | ||
county_modifier_control_positive | county_modifier_control_negative | File:Modifier control negative.png | |
county_modifier_corruption_positive | county_modifier_corruption_negative | File:Modifier corruption negative.png | |
county_modifier_development_positive | county_modifier_development_negative | File:Modifier development negative.png | |
county_modifier_opinion_positive | county_modifier_opinion_negative | ||
diplomacy_positive | diplomacy_negative | ||
dog_positive | dog_negative | ||
dread_positive | dread_negative | ||
drink_positive | drink_negative | ||
economy_positive | economy_negative | ||
family_positive | family_negative | ||
feast_positive | feast_negative | ||
fertility_positive | fertility_negative | ||
food_positive | food_negative | ||
health_positive | health_negative | ||
horse_positive | horse_negative | ||
hunt_positive | hunt_negative | ||
intrigue_positive | intrigue_negative | ||
learning_positive | learning_negative | ||
letter_positive | letter_negative | ||
love_positive | love_negative | ||
magic_positive | magic_negative | ||
martial_positive | martial_negative | ||
outdoors_positive | outdoors_negative | ||
piety_positive | piety_negative | ||
prestige_positive | prestige_negative | ||
prison_positive | prison_negative | ||
prowess_positive | prowess_negative | ||
rat_positive | rat_negative | ||
rock_positive | rock_negative | ||
social_positive | social_negative | ||
spoon_positive | spoon_negative | ||
stewardship_positive | stewardship_negative | ||
stress_positive | stress_negative | ||
treatment_positive | treatment_negative |
脚本化的修正[编辑 | 编辑源代码]
脚本化的修正如同脚本效果和触发器一样工作。使用name = yes
可以无参数地调用它们,也可以有许多参数。举例:
== 修正举例 == example_modifier = { modifier = { add = { value = 10 multiply = $SCALE$ } $CHARACTER_1$ = { has_trait = ambitious } } opinion_modifier = { target = $CHARACTER_2$ who = $CHARACTER_1$ multiplier = { value = 0.25 multiply = $SCALE$ } } compare_modifier = { target = $CHARACTER_1$ value = stress multiplier = $SCALE$ } } == 调用举例 == random_list = { 1 = { example_modifier = { CHARACTER_1 = root CHARACTER_2 = root SCALE = 0.1 } } }
修正列表[编辑 | 编辑源代码]
这些修正可用于修正的定义中,以产生不同效果。注意,这个列表由控制台指令script_docs
输出生成。
名称 | 描述 | 用法 | 支持作用域 | 分类 |
---|---|---|---|---|
diplomacy | 外交增加 | diplomacy = 1
外交+1,以下类推。人物能力最多叠到100 |
Character | |
martial | 军事增加 | Character | ||
stewardship | 管理增加 | Character | ||
intrigue | 谋略增加 | Character | ||
learning | 学识增加 | Character | ||
prowess | 勇武增加 | Character | ||
negate_diplomacy_penalty_add | 抵消外交惩罚 | Character | ||
negate_martial_penalty_add | 抵消军事惩罚 | Character | ||
negate_stewardship_penalty_add | 抵消管理惩罚 | Character | ||
negate_intrigue_penalty_add | 抵消谋略惩罚 | Character | ||
negate_learning_penalty_add | 抵消学识惩罚 | negate_learning_penalty_add = 2
位于 |
Character | |
negate_prowess_penalty_add | 抵消勇武惩罚 | Character | ||
no_prowess_loss_from_age | 角色不会承受高龄导致的勇武损失 | no_prowess_loss_from_age = yes
(角色不会承受高龄导致的武勇损失 = 是的) |
Character | |
diplomacy_per_piety_level | 每级奉献等级使外交增加 | Character | ||
martial_per_piety_level | 每级奉献等级使军事增加 | Character | ||
stewardship_per_piety_level | 每级奉献等级使管理增加 | Character | ||
intrigue_per_piety_level | 每级奉献等级使谋略增加 | Character | ||
learning_per_piety_level | 每级奉献等级使学识增加 | Character | ||
prowess_per_piety_level | 每级奉献等级使勇武增加 | Character | ||
diplomacy_per_prestige_level | 每级威望等级使外交增加 | Character | ||
martial_per_prestige_level | 每级威望等级使军事增加 | Character | ||
stewardship_per_prestige_level | 每级威望等级使管理增加 | Character | ||
intrigue_per_prestige_level | 每级威望等级使谋略增加 | Character | ||
learning_per_prestige_level | 每级威望等级使学识增加 | Character | ||
prowess_per_prestige_level | 每级威望等级使勇武增加 | Character | ||
piety_level_impact_mult | 奉献等级影响系数增加 | Character | ||
prestige_level_impact_mult | 威望等级影响系数增加 | Character | ||
diplomacy_per_stress_level | 每级压力等级使外交增加 | Character | ||
martial_per_stress_level | 每级压力等级使军事增加 | Character | ||
stewardship_per_stress_level | 每级压力等级使管理增加 | Character | ||
intrigue_per_stress_level | 每级压力等级使谋略增加 | Character | ||
learning_per_stress_level | 每级压力等级使学识增加 | Character | ||
prowess_per_stress_level | 每级压力等级使勇武增加 | Character | ||
random_skills_per_child | 每个孩子给予的随机能力 | Character | ||
fertility | 生育力增加 | fertility = 0.2
(外交生活方式家庭重心,生育力+20%) |
Character | |
health | 健康增加 | health = 0.25
(温室建筑,健康:轻微增益) |
Character | |
negate_fertility_penalty_add | 抵消生育力惩罚 | Character | ||
negate_health_penalty_add | 抵消健康惩罚 | Character | ||
monthly_income | 每月省份税收 | Province | ||
monthly_income_mult | 每月收入系数 | Character | ||
monthly_war_income_add | 战争期间的每月省份收入 | Province | ||
monthly_war_income_mult | 战争期间的每月收入系数 | Character | ||
monthly_income_per_stress_level_add | 每级压力使每月收入增加 | Character | ||
monthly_income_per_stress_level_mult | 每级压力使每月收入增加系数 | Character | ||
monthly_piety | 每月虔诚 | Character | ||
monthly_piety_gain_mult | 每月虔诚增加系数 | Character | ||
monthly_piety_gain_per_happy_powerful_vassal_add | 每位在内阁任职的强力封臣使每月虔诚增加 | monthly_piety_gain_per_happy_powerful_vassal_add = 0.2
(坎特伯雷大教堂) |
Character | |
monthly_piety_gain_per_happy_powerful_vassal_mult | 每位在内阁任职的强力封臣使每月虔诚增加系数 | Character | ||
monthly_piety_gain_per_dread_add | 每点恐怖值使每月虔诚增加 | Character | ||
monthly_piety_gain_per_dread_mult | 每点恐怖值使每月虔诚增加系数 | Character | ||
monthly_piety_gain_per_knight_add | 每位骑士使每月虔诚增加 | Character | ||
monthly_piety_gain_per_knight_mult | 每位骑士使每月虔诚增加系数 | Character | ||
monthly_prestige | 每月威望 | Character | ||
monthly_prestige_gain_mult | 每月威望增加系数 | Character | ||
monthly_prestige_gain_per_happy_powerful_vassal_add | 每位在内阁任职的强力封臣使每月威望增加 | Character | ||
monthly_prestige_gain_per_happy_powerful_vassal_mult | 每位在内阁任职的强力封臣使每月威望增加系数 | Character | ||
monthly_prestige_gain_per_dread_add | 每点恐怖值使每月威望增加 | Character | ||
monthly_prestige_gain_per_dread_mult | 每点恐怖值使每月威望增加系数 | Character | ||
monthly_prestige_gain_per_knight_add | 每位骑士使每月威望增加 | Character | ||
monthly_prestige_gain_per_knight_mult | 每位骑士使每月威望增加系数 | Character | ||
monthly_piety_from_buildings_mult | 建筑产生的每月虔诚增加系数 | Character | ||
monthly_prestige_from_buildings_mult | 建筑产生的每月威望增加系数 | Character | ||
monthly_dynasty_prestige | 每月宗族威望增加 | Character | ||
monthly_dynasty_prestige_mult | 每月宗族威望增加系数 | Character | ||
stress_gain_mult | 压力增加系数 | stress_gain_mult = 0.5
这样获得压力时,会多+50%的压力 |
Character | |
stress_loss_mult | 压力减少系数 | stress_loss_mult = 0.5
这样减少压力时,会多-50%的压力 |
Character | |
monthly_dread | 每月恐怖值 | Character | ||
dread_gain_mult | 恐怖值增加系数 | dread_gain_mult = 0.5
原理类似于上方压力增加的系数,下方类推 |
Character | |
dread_loss_mult | 恐怖值减少系数 | Character | ||
tyranny_gain_mult | 暴政增加系数 | Character | ||
tyranny_loss_mult | 暴政减少系数 | Character | ||
monthly_tyranny | 每月暴政增加 | Character | ||
dread_baseline_add | 基础恐怖值增加 | Character | ||
dread_decay_add | 恐怖值消逝 | dread_decay_add = 1
这样会导致你每月恐怖值下降的基本值+1,恐怖值会降得更快 dread_decay_add = -1 这样导致每月恐怖值下降的基本值-1,恐怖值会降得更慢 |
Character | |
dread_decay_mult | 恐怖值消逝系数 | dread_decay_mult = -10
(密谋生活重心拷打者分支的终生恶名:恐怖值消逝:-1000%) |
Character | |
dread_per_tyranny_add | 每次暴政的恐怖值获得 | Character | ||
dread_per_tyranny_mult | 每次暴政的恐怖值获得系数 | Character | ||
domain_limit | 统治上限 | Character | ||
vassal_limit | 附庸上限 | Character | ||
domain_tax_mult | 直辖领地税收系数 | Character | ||
domain_tax_same_faith_mult | 相同信仰的直辖领地税收系数 | Character | ||
domain_tax_different_faith_mult | 不同信仰的直辖领地税收系数 | Character | ||
domain_tax_mult_even_if_baron | 直辖男爵领地税收 | Character | ||
domain_tax_same_faith_mult_even_if_baron | 相同信仰的直辖男爵领税收 | Character | ||
domain_tax_different_faith_mult_even_if_baron | 不同信仰的直辖男爵领税收 | Character | ||
vassal_tax_mult | 附庸税系数 | Character | ||
men_at_arms_maintenance | 每月常备军维护费 | men_at_arms_maintenance = -0.5
维护费-50% |
Character | |
men_at_arms_maintenance_per_dread_mult | 每点恐怖值对每月常备军维护费减少的系数 | Character | ||
army_maintenance_mult | 军队维持费系数 | Character | ||
short_reign_duration_mult | 短期统治周期系数 | Character | ||
long_reign_bonus_mult | 长期统治增加系数 | Character | ||
diplomatic_range_mult | 外交距离系数 | Character | ||
inbreeding_chance | 近亲繁殖几率 | Character | ||
positive_inactive_inheritance_chance | 继承正面遗传特质的概率 | Character | ||
negative_inactive_inheritance_chance | 继承负面遗传特质的概率 | Character | ||
positive_random_genetic_chance | 正面随机基因几率 | Character | ||
negative_random_genetic_chance | 获得新负面遗传特质的概率 | Character | ||
genetic_trait_strengthen_chance | 遗传特质增强几率 | Character | ||
life_expectancy | 寿命预期增加数年 | character_modifier = { life_expectancy = 5 # Adds +5 years to expected old age death } |
Character | |
years_of_fertility | 生育年龄 | Character | ||
knight_limit | 骑士上限 | Character | ||
knight_effectiveness_mult | 骑士战斗力增加系数 | Character | ||
title_creation_cost | 头衔创建花费 | Character | ||
title_creation_cost_mult | 头衔创建花费系数 | Character | ||
monthly_lifestyle_xp_gain_mult | 月度生活方式经验增长系数 | Character | ||
mercenary_hire_cost_add | 雇佣兵雇佣花费增加 | Character | ||
mercenary_hire_cost_mult | 雇佣兵雇佣花费系数 | Character | ||
same_culture_mercenary_hire_cost_add | 相同文化雇佣兵雇佣花费增加 | Character | ||
same_culture_mercenary_hire_cost_mult | 相同文化雇佣兵雇佣花费系数 | Character | ||
holy_order_hire_cost_mult | 骑士团雇佣花费系数 | Character | ||
holy_order_hire_cost_add | 骑士团雇佣花费增加 | Character | ||
same_culture_holy_order_hire_cost_mult | 相同文化骑士团雇佣花费系数 | Character | ||
same_culture_holy_order_hire_cost_add | 相同文化骑士团雇佣花费增加 | Character | ||
opinion_of_female_rulers | 女性统治者好感 | Character | ||
opinion_of_male_rulers | 男性统治者好感 | Character | ||
opinion_of_same_culture | 相同文化好感 | Character | ||
opinion_of_different_culture | 不同文化好感 | Character | ||
opinion_of_same_faith | 相同信仰好感 | Character | ||
opinion_of_different_faith | 不同信仰好感 | Character | ||
opinion_of_liege | 领主好感 | Character | ||
opinion_of_vassal | 附庸好感 | Character | ||
opinion_of_different_faith_liege | 不同信仰领主好感 | Character | ||
same_culture_opinion | 相同文化好感 | Character | ||
different_culture_opinion | 不同文化好感 | Character | ||
same_faith_opinion | 相同信仰好感 | Character | ||
different_faith_opinion | 不同信仰好感 | Character | ||
direct_vassal_opinion | 直辖附庸好感 | Character | ||
fellow_vassal_opinion | 同僚好感度 | Character | ||
independent_ruler_opinion | 独立统治者好感 | Character | ||
general_opinion | 大众好感 | Character | ||
attraction_opinion | 外表吸引力好感 | Character | ||
religious_vassal_opinion | 宗教附庸好感 | Character | ||
religious_head_opinion | 宗教领袖好感 | Character | ||
spouse_opinion | 配偶好感 | Character | ||
twin_opinion | 双胞胎好感 | Character | ||
close_relative_opinion | 近亲好感 | Character | ||
dynasty_house_opinion | 家族好感 | Character | ||
dynasty_opinion | 宗族好感 | Character | ||
liege_opinion | 领主好感 | Character | ||
different_faith_liege_opinion | 不同信仰好感 | Character | ||
vassal_opinion | 附庸封臣的好感度 | Character | ||
clergy_opinion | 神职人员好感 | Character | ||
councillor_opinion | 内阁成员好感 | Character | ||
realm_priest_opinion | 国家主教的好感度(内阁职位中的主教) | Character | ||
powerful_vassal_opinion | 强力附庸好感 | Character | ||
courtier_opinion | 内阁成员好感 | Character | ||
guest_opinion | 宾客好感度 | Character | ||
courtier_and_guest_opinion | 朝臣与宾客的好感度 | Character | ||
prisoner_opinion | 囚徒好感 | Character | ||
player_heir_opinion | 继承人好感 | Character | ||
child_opinion | 孩子的好感度 | Character | ||
child_except_player_heir_opinion | 除继承人外其他孩子的好感度 | Character | ||
eligible_child_opinion | 有继承资格的孩子的好感度 | Character | ||
eligible_child_except_player_heir_opinion | 除有继承资格的孩子外其他孩子的好感度 | Character | ||
ignore_negative_culture_opinion | 无异文化的负面好感 | ignore_negative_culture_opinion = yes | Character | |
ignore_different_faith_opinion | 无异教的负面好感 | ignore_different_faith_opinion = yes | Character | |
pursue_efficiency | 追击效率 | Combat | ||
counter_efficiency | 兵种克制效率 | Combat | ||
min_combat_roll | 最小战斗点数 | min_combat_roll = 4 | Combat | |
max_combat_roll | 最大战斗点数 | max_combat_roll = 4 | Combat | |
men_at_arms_limit | 影响单个军团的规模 | Combat | ||
men_at_arms_cap | 影响军团总数 | Combat | ||
embarkation_cost_mult | 登船时间花费 | Combat | ||
naval_movement_speed_mult | 海军速度 | Combat | ||
siege_phase_time | 围城阶段时间修正 | Siege | ||
siege_morale_loss | 围攻的守方士气损失 | Siege | ||
revolting_siege_morale_loss_add | 叛军省份被围攻的守方士气损失(数值) | Siege | ||
revolting_siege_morale_loss_mult | 叛军省份被围攻的守方士气损失系数(百分比) | Siege | ||
vassal_tax_contribution_add | 封臣提供的税收 | Government | ||
vassal_tax_contribution_mult | 封臣提供的税收系数(百分比) | Government | ||
intimidated_vassal_tax_contribution_add | 心怀恐惧的封臣提供的税收 | Character | ||
intimidated_vassal_tax_contribution_mult | 心怀恐惧的封臣提供的税收系数(百分比) | Character | ||
cowed_vassal_tax_contribution_add | Character | |||
cowed_vassal_tax_contribution_mult | Character | |||
vassal_levy_contribution_add | 封臣提供的征召兵 | Government | ||
vassal_levy_contribution_mult | 封臣提供的征召兵系数(百分比) | Government | ||
intimidated_vassal_levy_contribution_add | Character | |||
intimidated_vassal_levy_contribution_mult | Character | |||
cowed_vassal_levy_contribution_add | Character | |||
cowed_vassal_levy_contribution_mult | Character | |||
happy_powerful_vassal_tax_contribution_add | 忠心的强力封臣提供的税收 | Character | ||
happy_powerful_vassal_tax_contribution_mult | 忠心的强力封臣提供的税收系数(百分比) | Character | ||
happy_powerful_vassal_levy_contribution_add | 忠心的强力封臣提供的征召兵 | Character | ||
happy_powerful_vassal_levy_contribution_mult | 忠心的强力封臣提供的征召兵系数(百分比) | Character | ||
scheme_power | 计谋强度 | Scheme | ||
scheme_resistance | 计谋阻力 | Scheme | ||
scheme_secrecy | 计谋保密性 | Scheme | ||
scheme_success_chance | 计谋成功率 | Scheme | ||
hostile_scheme_power_add | 敌对计谋强度 | Character | ||
hostile_scheme_power_mult | 敌对计谋强度系数(百分比) | Character | ||
personal_scheme_power_add | 个人计谋强度 | Character | ||
personal_scheme_power_mult | 个人计谋强度系数(百分比) | Character | ||
hostile_scheme_resistance_add | 敌对计谋阻力 | Character | ||
hostile_scheme_resistance_mult | 敌对计谋阻力系数(百分比) | Character | ||
personal_scheme_resistance_add | 个人计谋阻力 | Character | ||
personal_scheme_resistance_mult | 个人计谋阻力系数(百分比) | Character | ||
diplomacy_scheme_power | 外交计谋强度 | Character | ||
intrigue_scheme_power | 密谋计谋强度 | Character | ||
stewardship_scheme_power | Character | |||
martial_scheme_power | 军事计谋强度 | Character | ||
prowess_scheme_power | Character | |||
learning_scheme_power | 学识计谋强度 | Character | ||
diplomacy_scheme_resistance | 外交计谋阻力 | Character | ||
intrigue_scheme_resistance | 阴谋计谋阻力 | Character | ||
stewardship_scheme_resistance | 管理计谋阻力 | Character | ||
martial_scheme_resistance | 军事计谋阻力 | Character | ||
prowess_scheme_resistance | 英勇计谋阻力 | Character | ||
learning_scheme_resistance | 学识计谋阻力 | Character | ||
scheme_discovery_chance_mult | 计谋发现几率系数 | scheme_discovery_chance_mult = 0.25
计谋发现几率系数+25% |
Character | |
max_personal_schemes_add | 最大个人计谋 | Character | ||
max_hostile_schemes_add | 最大敌对计谋 | Character | ||
owned_hostile_scheme_success_chance_add | Character | |||
owned_personal_scheme_success_chance_add | Character | |||
enemy_hostile_scheme_success_chance_add | Character | |||
enemy_personal_scheme_success_chance_add | Character | |||
movement_speed | 指挥陆军的移动数度 | Combat | ||
retreat_losses | 撤退损耗 | Combat | ||
hard_casualty_modifier | 我方战死几率 | Combat | ||
enemy_hard_casualty_modifier | 敌方战死几率 | Combat | ||
advantage | 战斗优势 | Combat | ||
attacker_advantage | 攻击方战斗优势 | Combat | ||
defender_advantage | 防御方战斗优势 | Combat | ||
enemy_terrain_advantage | 敌军地形战斗优势 | Combat | ||
tolerance_advantage_mod | 宗教敌对度战斗优势 | tolerance_advantage_mod = 5 | Combat | |
advantage_against_coreligionists | 对同宗教战斗优势 | Combat | ||
random_advantage | 随机战斗优势 | Combat | ||
controlled_province_advantage | 己方控制省份战斗优势 | Combat | ||
no_water_crossing_penalty | 渡河无优势惩罚 | no_water_crossing_penalty = yes | Combat | |
raid_speed | 劫掠速度 | Combat | ||
hostile_county_attrition | 敌对省份损耗 | Combat | ||
supply_duration | 补给持续时间 | Combat | ||
supply_limit_mult | 补给限制系数(百分比) | Province | ||
supply_limit | 补给限制 | Province | ||
fort_level | 要塞等级 | Province | ||
supply_capacity_add | 补给能力 | Province | ||
supply_capacity_mult | 补给能力系数(百分比) | Province | ||
hostile_raid_time | 敌对劫掠时间 | Province | ||
max_loot_mult | 军队战利品容量 | Province | ||
levy_size | 征召兵规模 | Holding | ||
garrison_size | 要塞驻军规模 | Holding | ||
levy_reinforcement_rate | 征召兵补员效率 | Holding | ||
levy_reinforcement_rate_same_faith | 同宗征召兵补员效率 | Character | ||
levy_reinforcement_rate_different_faith | 异教征召兵补员效率 | Character | ||
levy_reinforcement_rate_even_if_baron | 男爵领征召兵补员效率 | Character | ||
levy_reinforcement_rate_same_faith_even_if_baron | 同宗男爵领征召兵补员效率 | Character | ||
levy_reinforcement_rate_different_faith_even_if_baron | 异教男爵领征召兵补员效率 | Character | ||
levy_reinforcement_rate_friendly_territory | 友方领地征召兵补员效率 | Holding | ||
build_speed | 建筑速度 | Holding | ||
build_gold_cost | 建筑金钱花费 | Holding | ||
build_piety_cost | 建筑虔诚花费 | Holding | ||
build_prestige_cost | 建筑威望花费 | Holding | ||
holding_build_speed | 省份地产建筑速度 | Holding | ||
holding_build_gold_cost | 省份地产建筑金钱花费 | Holding | ||
holding_build_piety_cost | 省份地产建筑虔诚花费 | Holding | ||
holding_build_prestige_cost | 省份地产建筑威望花费 | Holding | ||
tax_mult | 地产税收系数(百分比) | Holding | ||
development_growth_factor | 发展度增长因素 | County | ||
development_growth | 发展度增长 | County | ||
character_capital_county_monthly_development_growth_add | 每月首都发展度 | Character | ||
monthly_county_control_change_add | 每月省份控制力 | County | ||
monthly_county_control_change_factor | 每月省份控制力系数 | County | ||
monthly_county_control_change_add_even_if_baron | County | |||
monthly_county_control_change_factor_even_if_baron | County | |||
county_opinion_add | 省份大众好感 | County | ||
different_faith_county_opinion_mult | 异教省份大众好感 | County | ||
county_opinion_add_even_if_baron | 男爵领大众好感 | County | ||
different_faith_county_opinion_mult_even_if_baron | 异教男爵领大众好感 | County | ||
mercenary_count_mult | Culture | |||
cultural_head_fascination_add | 作为文化头领时,对关注的革新科技点数基值 | cultural_head_fascination_add = 10
作为文化头领时,对注重的革新科技进度点数+10点 |
Character | |
cultural_head_fascination_mult | 文化头领对关注的革新科技点数系数 | cultural_head_fascination_mult = 1.0
作为文化头领时,对注重的革新科技进度点数+100% |
Character | |
faith_conversion_piety_cost_add | 改信时花费的虔诚基数 | Character | ||
faith_conversion_piety_cost_mult | 改信时花费的虔诚系数 | Character | ||
faith_creation_piety_cost_add | 创教时花费的虔诚基数 | Character | ||
faith_creation_piety_cost_mult | 创教时花费的虔诚系数 | Character | ||
ai_boldness | AI大胆程度,字面意思 | ai_boldness = dominant_negative_ai_value
明显消极程度 ai_boldness = very_low_negative_ai_value 很低程度(很消极) ai_boldness = low_negative_ai_value 低等程度(消极) ai_boldness = medium_positive_ai_value 中等程度(积极) ai_boldness = high_positive_ai_value 高等程度(积极) ai_rationality = very_high_positive_ai_value 很高程度(很积极) ai_boldness = dominant_positive_ai_value 明显积极程度 ai_boldness = 20 AI的大胆值+20(这个简单粗暴多了......) 以下以此类推 |
AI | |
ai_compassion | AI同情心程度,字面意思 | AI | ||
ai_sociability | AI社交能力程度,字面意思 | AI | ||
ai_greed | AI贪婪程度,字面意思 | AI | ||
ai_energy | AI精力程度,应该是影响AI执行操作的次数 | AI | ||
ai_honor | AI有多重视荣誉 | AI | ||
ai_rationality | AI的理性程度,应该是影响AI执行操作时会考虑利害 | AI | ||
ai_vengefulness | AI的复仇欲,字面意思 | AI | ||
ai_zeal | AI的狂热程度,字面意思 | AI | ||
ai_war_chance | AI | |||
ai_war_cooldown | AI | |||
castle_holding_build_speed | 城堡地产建筑速度 | County | ||
castle_holding_build_gold_cost | 城堡地产建筑金币花费 | County | ||
castle_holding_build_piety_cost | 城堡地产建筑虔诚花费 | County | ||
castle_holding_build_prestige_cost | County | |||
castle_holding_holding_build_speed | County | |||
castle_holding_holding_build_gold_cost | County | |||
castle_holding_holding_build_piety_cost | County | |||
castle_holding_holding_build_prestige_cost | County | |||
tribal_holding_build_speed | 部落地产建筑速度 | County | ||
tribal_holding_build_gold_cost | 部落地产建筑金币花费 | County | ||
tribal_holding_build_piety_cost | 部落地产建筑虔诚花费 | County | ||
tribal_holding_build_prestige_cost | 部落地产建筑威望花费 | County | ||
tribal_holding_holding_build_speed | County | |||
tribal_holding_holding_build_gold_cost | County | |||
tribal_holding_holding_build_piety_cost | County | |||
tribal_holding_holding_build_prestige_cost | County | |||
city_holding_build_speed | 城市地产建筑速度 | County | ||
city_holding_build_gold_cost | 城市地产建筑金币花费 | County | ||
city_holding_build_piety_cost | 城市地产建筑虔诚花费 | County | ||
city_holding_build_prestige_cost | 城市地产建筑威望花费 | County | ||
city_holding_holding_build_speed | County | |||
city_holding_holding_build_gold_cost | County | |||
city_holding_holding_build_piety_cost | County | |||
city_holding_holding_build_prestige_cost | County | |||
church_holding_build_speed | 宗教地产建筑速度 | County | ||
church_holding_build_gold_cost | 城市地产建筑金币花费 | County | ||
church_holding_build_piety_cost | 城市地产建筑虔诚花费 | County | ||
church_holding_build_prestige_cost | 城市地产建筑威望花费 | County | ||
church_holding_holding_build_speed | County | |||
church_holding_holding_build_gold_cost | County | |||
church_holding_holding_build_piety_cost | County | |||
church_holding_holding_build_prestige_cost | County | |||
<culture>_opinion | 文化好感度 | 适用于对被修改的文化 | Character | |
monthly_diplomacy_lifestyle_xp_gain_mult | 外交生活方式技能经验获取系数 | monthly_diplomacy_lifestyle_xp_gain_mult = 0.5
外交生活方式技能经验获取系数+50%,下方以此类推 |
Character | |
monthly_martial_lifestyle_xp_gain_mult | 军事生活方式技能经验获取系数 | Character | ||
monthly_stewardship_lifestyle_xp_gain_mult | 管理生活方式技能经验获取系数 | Character | ||
monthly_intrigue_lifestyle_xp_gain_mult | 计谋生活方式技能经验获取系数 | Character | ||
monthly_learning_lifestyle_xp_gain_mult | 学识生活方式技能经验获取系数 | Character |
政体相关修正[编辑 | 编辑源代码]
这些修正影响某些政体的角色对其他角色的好感和贡献。下表给出了语法,并且<government_name>有效值有:feudal_government(封建制)、republic_government(共和制)、theocracy_government(神权制)、clan_government(氏族制)、tribal_government(部落制)、mercenary_government(佣兵制)、holy_order_government(教会制,应该是采用在教宗身上的)。
名称 | 描述 | 用法 | 支持作用域 | 分类 |
---|---|---|---|---|
<government_name>_opinion | 指定政体对君主的好感 | Character | ||
<government_name>_vassal_opinion | 指定政体对封臣的好感 | Character | ||
<government_name>_opinion_same_faith | 指定政体对相同宗教的好感 | Character | ||
<government_name>_tax_contribution_add | 指定政体领主提供的税贡基数 | Character | ||
<government_name>_tax_contribution_mult | 指定政体领主提供的税贡系数 | Character | ||
<government_name>_levy_contribution_add | 指定政体领主提供的征召兵基数 | Character | ||
<government_name>_levy_contribution_mult | 指定政体领主提供的征召兵系数 | Character |
计谋相关修正[编辑 | 编辑源代码]
这些修正影响角色的计谋。下表给出了语法,并且<scheme_name>的有效值有:abduct、befriend、claim_throne、convert_to_witchcraft、courting、elope、fabricate_hook、murder、seduce、sway。
名称 | 描述 | 用法 | 支持作用域 | 分类 |
---|---|---|---|---|
max_<scheme_name>_schemes_add | 指定类型计谋可执行上限 | max_abduct_schemes_add = 1
绑架计谋上限+1 max_befriend_schemes_add = 1 交朋友计谋上限+1 max_claim_throne_schemes_add = 1 索要王位计谋上限+1 max_convert_to_witchraft_schemes_add = 1 皈依巫术计谋上限+1 max_courting_schemes_add = 1 求爱计谋上限+1 max_elope_schemes_add = 1 私奔计谋上限+1 max_fabricate_hook_schemes_add = 1 制造牵制计谋上限+1 max_murder_schemes_add = 1 谋杀计谋上限+1 max_seduce_schemes_add = 1 勾引计谋上限+1 max_sway_schemes_add = 1 说服?(翻译不能....)计谋上限+1 |
Character | |
<scheme_name>_scheme_power_add | 指定计谋强度增加基数 | abduct_scheme_power_add = 10
绑架计谋强度+10 |
Character | |
<scheme_name>_scheme_power_mult | 指定计谋强度增加系数 | abduct_scheme_power_mult = 1.0
各种影响绑架计谋成功率(正面因素)强度+100% |
Character | |
<scheme_name>_scheme_resistance_add | 抵御指定计谋强度增加基数 | abduct_scheme_resistance__add = 10
针对你的绑架计谋成功率直接-10% |
Character | |
<scheme_name>_scheme_resistance_mult | 抵御指定计谋强度增加系数 | abduct_scheme_resistance__mult = 1.0
各种影响针对你的绑架计谋成功率的正面因素强度-100% |
Character |
地形战斗修正[编辑 | 编辑源代码]
这些修正改变不同地形战斗的效果。下表给出了语法,并且<terrain_name>的有效值有:plains、farmlands、hills、mountains、desert、desert_mountains、oasis、jungle、forest、taiga、wetlands、steppe、floodplains、drylands、winter。
名称 | 描述 | 用法 | 支持作用域 | 分类 |
---|---|---|---|---|
<terrain_name>_attrition_mult | 地形损耗 | desert_attrition_mult = -0.25
在沙漠的损耗 |
Combat | |
<terrain_name>_cancel_negative_supply | 移除在不同地形的补给上限惩罚 | plains_cancel_negative_supply = yes
hills_cancel_negative_supply = yes mountain_cancel_negative_supply = yes desert_cancel_negative_supply = yes desert_mountains_cancel_negative_supply = yes oasis_cancel_negative_supply = yes jungle_cancel_negative_supply = yes forest_cancel_negative_supply = yes taiga_cancel_negative_supply = yes wetlands_cancel_negative_supply = yes steppe_cancel_negative_supply = yes floodplains_cancel_negative_supply = yes drylands_cancel_negative_supply = yes 移除在平原的补给上限惩罚 移除在高地的补给上限惩罚 移除在山地的补给上限惩罚 移除在沙漠的补给上限惩罚 移除在沙漠山脉的补给上限惩罚 移除在绿洲的补给上限惩罚 移除在丛林的补给上限惩罚 移除在森林的补给上限惩罚 移除在针叶林的补给上限惩罚 移除在湿地的补给上限惩罚 移除在草原的补给上限惩罚 移除在泛滥平原的补给上限惩罚 移除在旱地的补给上限惩罚 |
Combat | |
<terrain_name>_advantage | 地形战斗优势 | desert_advantage = 5
沙漠地区优势 |
Combat | |
<terrain_name>_min_combat_roll | 不同地形骰子最小点数 | desert_min_combat_roll = 5
沙漠地区骰子最小点数 |
Combat | |
<terrain_name>_max_combat_roll | 不同地形骰子最大点数 | desert_max_combat_roll = 5
沙漠地区骰子最大点数 |
Combat |
兵士相关修正[编辑 | 编辑源代码]
这些修正影响角色的兵士单位的规模和战斗力。下表给出了语法,并且<men_at_arms_name>的有效值有:heavy_infantry、pikemen、archers、light_cavalry、heavy_cavalry、skirmishers、siege_weapon。
名称 | 描述 | 用法 | 支持作用域 | 分类 |
---|---|---|---|---|
<men_at_arms_name>_max_size_add | 军团最大规模 | heavy_infantry_max_size_add = 5
重步兵军团的最大规模 |
Character | |
<men_at_arms_name>_max_size_mult | 军团最大规模系数 | heavy_infantry_max_size_mult = 0.5
pikemen_max_size_mult = 0.5 archers_max_size_mult = 0.5 light_cavalry_max_size_mult = 0.5 heavy_cavalry_max_size_mult = 0.5 skirmishers_max_size_mult = 0.5 siege_weapon_max_size_mult = 0.5
枪兵军团的最大规模+50% 弓兵军团的最大规模+50% 轻骑兵军团的最大规模+50% 重骑兵军团的最大规模+50% 散兵军团的最大规模+50% 兵器军团的最大规模+50% |
Character | |
<men_at_arms_name>_siege_value_add | 增加指定军团的攻城数值基值 | Character | ||
<men_at_arms_name>_siege_value_mult | skirmishers_siege_value_mult = 0.25
兵器军团的攻城值+25% |
Character | ||
<men_at_arms_name>_damage_add | 增加指定军团的伤害数值基值 | Character | ||
<men_at_arms_name>_damage_mult | heavy_infantry_damage_mult = 0.25
重步兵军团的伤害系数+25% |
Character | ||
<men_at_arms_name>_toughness_add | 增加指定军团的韧性数值基值(与伤害相对) | Character | ||
<men_at_arms_name>_toughness_mult | pikemen_toughness__mult = 0.25
枪兵军团韧性+25% |
Character | ||
<men_at_arms_name>_pursuit_add | 增加指定军团的追击数值基值 | Character | ||
<men_at_arms_name>_pursuit_mult | light_cavalry_pursuit_mult = 0.25
轻骑兵兵军团的追击+25% |
Character | ||
<men_at_arms_name>_screen_add | 增加指定军团的掩护数值基值(与追击相对) | Character | ||
<men_at_arms_name>_screen_mult | heavy_cavalry_screen_mult = 0.25
重骑兵军团的掩护+25% |
Character |
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 |