EU IV - 开发日志 2023 年 3 月 21 日 - 平衡变化和玩家模组新增功能
ChestnutKCN
编辑于 2023年03月22日 10:20
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晚上好!今天,我们将最终了解 1.35 中的一些平衡变化和玩家模组新增功能。因此,事不宜迟,让我们开始吧! 首先要介绍的是时代能力的变化。由于一些国家的实力水平发生了变化,因此调整他们的时代能力也是应当的。时代能力已进行以下更改:

  • “乌尔班大炮”更名为“奥斯曼攻城术”,现在提供 +1 陆军将领围城 而不是 +33% 围城能力

  • “西班牙大方阵”已被“西班牙陆军元帅”取代,现在给予 +1 陆军将领冲击而不是 -30% 所受冲击伤害

  • “莫卧儿火炮”已从 -50% 炮兵花费更改为 +15% 炮兵作战能力

  • “波斯援军”已被“波斯启蒙运动”取代,现在提供 -20% 发展成本而不是 -30% 补充花费

  • “法兰西火枪手”已被“法兰西专制主义”取代,现在提供 +30% 专制主义最大效果,而不是 +20% 陆军火力伤害

  • “尼德兰官员”已被“尼德兰商业化”取代,现在提供 +33% 贸易引导而不是 -0.2 年度腐败

  • “大英帝国舰队”现在提供 +1 最大海军将领火力,而不是 -33% 海军维护费

  • “俄罗斯帝国”现在提供 -10% 自治领地最低自治度,而不是 +33% 行政容量

  • “奥地利外交”已被“奥地利韧性”取代,现在给予 -20% 所受士气伤害

其他一些值得注意的平衡变化:

  • 壁垒(不是堡垒!)现在只能放置在游戏中被视为“平地”的地形上。这意味着只能在农田、草原、大草原、稀树草原、旱地、沙漠(包括沿海沙滩)和海岸线上建造城墙。 注:我们知道此更改有点违背壁垒的实际性质。这一变化背后的原因是,山地加壁垒会导致令人焦虑的情况——由于进攻方骰子点数为 -3,双方都不想发动攻击。

  • 更换宿敌的冷却时间从 25 年减少到 5 年

  • 伊比利亚地区的商品已调整:

没开游戏,目测多了块煤矿,还少了点东西,有人开游戏看看吗

与此相关的是,如果您决定迁往新首都,“西班牙新都”事件现在会将省份马德里生产的商品更改为玻璃。

  • 天命改革现在花费 80 天命而不是 70

  • 天命增长已调整:

    • 现在每点稳定度都会提供 +0.4 而不是 +0.24 年度天命

    • 每个处在繁荣中的直属州现在给予 +0.04 而不是 +0.03 年度天命

    • 现在,每 100 发展度拥有 100 荒废度的直属州省份都会导致 -12.0 而不是 -10.0 年度天命,根据发展度和荒废度自动计算

    • 现在每 5 笔贷款提供 -0.6 年度天命而不是 -0.36

  • 虔诚看到了一些变化,以便更容易地达到神秘主义,同时更难达到教条主义

    • 当新的统治者登基时,虔诚总是重置为 0

    • 当你宣战时,虔诚不再增加或减少

    • 除了“抨击宗派活动”之外的所有决议现在都会将您推向您所处于的虔诚方向。所以这意味着,如果你的虔诚低于 0,决议“加强宗教统一”现在会提供 -15 虔诚。否则它会提供 +15 虔诚。决议“抨击宗派活动”可获得 +10 虔诚。

    • 为教士阶层增加了一个新的特权,给予 -0.1 每月虔诚。它不能与提供 +0.1 每月虔诚的特权“神职大臣”结合使用。

    • 神秘主义现在提供 -10% 理念花费而不是 +20% 防御效率

特殊单位也进行了一些重新平衡:

  • 耶尼切里:

    • 现在被招募出来时他们的部队人数只有 10% 而不是 100%

    • 现在被招募出来时他们的士气只有 10% 而不是 100%

    • 现在招募一支耶尼切里花费 3 军事点而不是 10 军事点

    • 耶尼切里现在拥有 +50% 强攻堡垒能力

    • 耶尼切里现在有 +50% 操练度获取,而不是 100%

  • 恰瓦:

    • 现在被招募出来时他们的部队人数有 50% 而不是 10%

    • 现在被招募出来时他们的士气只有 10% 而不是 50%

    • 现在招募一支恰瓦花费 2 军事点而不是 5 军事点

    • 现在恰瓦所受冲击伤害为 -5%,而不是 -15%

    • 现在恰瓦是 -50% 陆军损耗,而不是 -25%

    • 现在恰瓦是 +50% 补员速度,而不是 -25%

    • 恰瓦原来的 +25% 补员花费已被移除

  • 射击军:

    • 不再通过俄罗斯政府能力按钮产生

    • 他们现在可以像正规军一样被招募

    • 射击军可被拥有改革“俄罗斯公国”、“卫彻共和国”、“沙皇国”和“大卫彻共和国”的国家招募出来。作为拥有改革“俄罗斯公国”/“卫彻共和国”的国家招募的射击军数量只有 10% 的陆军上限。如果您通过成立俄罗斯来升级您的政府改革,这将进一步增加 10%。

    • “招募射击军”政府能力已更改为“配备射击军”,这会减少 2 点厌战度,为您提供少量按每年全国人力计算的人力(公国 5%,沙皇国 10%)并在10年内提高您的射击军步兵作战能力5% / 10%。

    • 现在射击军除了 +10% 火力伤害外,还会 -10% 所受火力伤害

    • 依赖射击军不再增加稳定度花费

  • 哥萨克骑兵:

    • 依赖哥萨克不再增加稳定度花费

    • 哥萨克骑兵现在 +15% 冲击伤害而不是 10%

  • 被封锁的省份现在获得 -100% 省份贸易竞争力

  • 本地税收发展度现在有一些额外的省份修正,使税基有点身份。每点税收发展度有以下效果:

    • -1% 本地建造时间

    • -2% 本地募兵时间

    • +2% 本地思潮传播

    • -1% 本地伟大工程升级时间

  • “将直属州分配给帕夏”现在有一些变化

功能“将直属州分配给帕夏”

为直属州内所有省份带来以下效果:

-33%直属州维护费

+20本地最低自治度

-0.1每月自治度

-20%省份治理成本

+10本地异教容忍

  • 注:本地异教容忍使该省就像您本身拥有这么多异教容忍一样(但是如果您的最大异教容忍低于本地容忍,则会更少)。举个例子:奥斯曼有 +1.5 异教容忍,而它的最大异教容忍为 3。一个分配给帕夏的省份会假装奥斯曼此时有 +3 异教容忍,因为当地有 +10 异教容忍但只有 +3 最大异教容忍。 您可能还会注意到,它降低了每月自治度,同时还增加了本地最低自治度。这是为了提高基础自治度,但使该省份更容易达到该基础。

  • 荒废度的负面影响(本地移动速度和补给上限除外)已加倍

  • 通胀每增加 1%,传教维护费、殖民地维护费、伟大工程升级成本、接纳思潮花费、殖民领升级/类型切换成本和直属州维护费都会增加 1%

  • 呼吁和平现在 +0.005 而不是 +0.008 厌战度

  • 扩大省份基础设施现在 -15% 本地发展成本而不是 -25%

上周我们介绍了“降低招募标准”的按钮切换功能。我们对其进行了一些数值调整,使其提供 +100% 人力恢复速度,而不是 +50%。

到目前为止,这还不是游戏平衡变化的全部列表,但现在应该涵盖了最重要的部分。在我们继续之前,我想向您展示我们将在 1.35 中添加的三种新地图模式!

焚掠地图模式:

尬吹一波P社:这图截的有水平,刚好把“Great Horde(大帐)”的“Horde(游牧)”截进来了,使大家都知道了这是游牧的焚掠机制而不是普通的掠夺战利品机制

焦土地图模式:

扩大省份基础设施地图模式:

最后一点,我们废物利用了一下祝圣都主教地图模式,现在这个模式可以看到特殊的状态效果,例如帕夏或修会:

让我们继续讨论模组制作者的补充。最常见的问题之一是关于政府机制的可修改性。幸运的是,程序员已经创建了一个非常方便修改的 readme.txt 文件,其中详细介绍了政府机制的可修改性:(注:B站专栏的代码块功能里没有P社自己那套语言,此处用C++代码块只是为了版面整洁)

代码块
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#<government_mechanic_id> = { #The ID of the government mechanic which is used by the government_abilities in the gov reform files
# alert_icon_gfx = <icon> #defines which GFX icon strip the alert icon to use for this mechanic is in
# alert_icon_index = <int> #the index of the icon for this mechanic in the above strip
# available = <trigger> #criteria for the mechanic to be available
#
# powers = {} #1..n of
#  <government_power_type_id> = {
#   gui = <string> #link to the gui that will be used to display this power. By default, it will be government_shared_power if it's not a power only associated with one action, or if it is a unique power for one interaction, this will be ignored and the bar from the interaction's gui will be used. New versions of this will need to contain the same elements so they can be filled in.
#   min = <int> #min power value - usually just leave this at 0.
#   max = <int> #Defines how much progress you can save up for the progress bar.
#   default = <int> #default power when resetting, usually leave as 0
#   reset_on_new_ruler = yes/no #Defines if a new ruler resets the progress bar. It does so if set to yes, otherwise the progress remains saved even if you get a new ruler.
#   base_monthly_growth = <float> #Defines the base amount of progress growing. At default, it is 0.
#   development_scaled_monthly_growth = <float> #defines the amount of monthly growth you get from development scaled by Development/COUNTRY_DEVELOPMENT_SCALE (i.e. was in country_development)
#   monarch_power = <adm/mil/dip> #specify if the power also gains from the ruler's skill value. Don't specify if you don't want this feature
#   scaled_modifier = <conditional modifier> #optional country modifier that scales with the percentage of power. You can have n of them in the power.
#   reverse_scaled_modifier = <conditional modifier> #optional country modifier that scales with ( 1 - percentage of power ). You can have n of them in the power.
#   on_max_reached = <effect> #effect when you get to full power
#   on_min_reached = <effect> #effect when you get to the least available power
#   is_good = <yes/no> #is this power....desirable?
#  }
#
# Modifiers will be generated for the power types like this:
#  monthly_<government_power_type_id> = <float> #a monthly amount of this power given to the country
#  <government_power_type_id>_gain_modifier = <float> #Modifies the gain from the add_government_power effect
# for each of these, you'll need to add a string for the generated modifier id and an icon.
#
# There are effects for all government powers:
#  add_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #adds government power
#  add_government_power_scaled_to_seats = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #adds government power, scaled to the number of seats in parliament
#  set_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #sets government power
#  freeze_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> } #government power no longer changes
#  unfreeze_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> } #government power can change again
#
# ...and triggers:
#  has_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #tests if government power is at least value
#  government_power_frozen = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> } #tests if government power is frozen
#
# interactions = {} #1..n of
#  <government_power_interaction_id> = {
#   gui = <string> #link to the gui that will be used to display this power. By default, it will be government_interaction_type if not specified. New versions of this will need to contain the same elements so they can be filled in.
#   icon = <gfx icon name> #Defines how the icon of the button should look like.
#   cost_type = <progress_type_id> # which progress type we're spending (if any)
#   cost = <int> #Defines how much progress you need to press the button. If pressed, it drains <int> amount of progress from the progress bar.
#   trigger = { <country triggers> } #Defines the triggers needed for the button to be used. At default, it is empty which means there are no triggers greying the button out
#   effect = { <country effects> } #Defines the effects happening when you press the button
#   cooldown_years = <int> #Defines the cooldown years for this one button.
#   cooldown_token = <any token> #defines the cooldown to use. If not specified, it will use the id of the action, so the cooldown will be unique to the action. This is useful if actions are to be mutually exclusive
#   cooldown_desc = <string key> #defines the string to use for the name of the cooldown. If not specified, it will use the name of the interaction.
#   ai_chance = <mtth> #mean time to happen, used to test to see how interested the AI is in doing this interaction
#  }
# }
# in theory, you can have as many interactions and powers as you like, but you'll need to make sure the UI script can handle them.
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然后你可以像这样在改革中分配政府机制:

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example_gov_reform = {
    icon = "mercenaries"
    allow_normal_conversion = yes
    potential = {}
    trigger = {}
    modifiers = {
        diplomatic_reputation = 1
    }
    government_abilities = {
        government_ability_1
        government_ability_2
        government_ability_3
        #You can have n government abilities in the same reform. UI can be a bit clunky though as you will have to rely on a scrollbar
    }
    ai = {
        factor = 1
    }
}
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以下是一些政府机制示例:

例1:部落联盟机制

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tribal_federation_mechanic = {
    alert_icon_gfx = GFX_alerticons_government_mechanics
    alert_icon_index = 5
    available = {
        has_dlc = "Cradle of Civilization"
    }

    powers = {
        tribal_allegiance = {
            max = 100
            reset_on_new_ruler = no
            base_monthly_growth = 0
            development_scaled_monthly_growth = -0.25
           
            scaled_modifier = {
                modifier = {
                    manpower_recovery_speed = 0.33
                    global_unrest = -3
                }
            }
        }
    }
   
    interactions = {
        enlist_general = {
            icon = GFX_enlist_general_button
            cost_type = tribal_allegiance
            cost = 30
            trigger = {
            }
            effect = {
                create_general = {
                    tradition = 40
                }
            }
            cooldown_years = 0
            ai_chance = {
                factor = 10
                modifier = {
                    factor = 100
                    is_in_important_war = yes
                    has_government_power = {
                        mechanic_type = tribal_federation_mechanic
                        power_type = tribal_allegiance
                        value = 95
                    }
                }
                modifier = {
                    factor = 20
                    not = {
                        has_leaders = {
                            value = 1
                            type = general
                            include_monarch = no
                            include_heir = no
                        }
                    }
                }
                modifier = {
                    factor = 20
                    not = {
                        has_leaders = {
                            value = 2
                            type = general
                            include_monarch = no
                            include_heir = no
                        }
                    }
                }
                modifier = {
                    factor = 20
                    not = {
                        has_leader_with = {
                            general = yes
                            total_pips = 6
                        }
                    }
                }
                modifier = {
                    factor = 0.1
                    has_leader_with = {
                        general = yes
                        total_pips = 11
                    }
                }
                modifier = {
                    factor = 0
                    is_at_war = no
                }
            }
        }
       
        train_horsemanship = {
            icon = GFX_train_horsemanship_button
            cost_type = tribal_allegiance
            cost = 30
            trigger = {
            }
            effect = {
                add_country_modifier = {
                    name = train_horsemanship_modifier
                    duration = 3650
                }
            }
            cooldown_years = 10
            ai_chance = {
                factor = 100
                modifier = {
                    factor = 100
                    is_in_important_war = yes
                    has_government_power = {
                        mechanic_type = tribal_federation_mechanic
                        power_type = tribal_allegiance
                        value = 95
                    }
                }
                modifier = {
                    factor = 0
                    not = { cavalry_fraction = 0.1 }
                }
                modifier = {
                    factor = 0.1
                    not = { cavalry_fraction = 0.2 }
                }
                modifier = {
                    factor = 0
                    is_at_war = no
                }
                modifier = {
                    factor = 0
                    NOT = { manpower_percentage = 0.8 }
                }
            }
        }
       
        conscript_from_tribes = {
            icon = GFX_conscript_from_tribes_button
            cost_type = tribal_allegiance
            cost = 30
            trigger = {
                capital_scope = {
                    controller = {
                        tag = ROOT
                    }
                    has_siege = no
                }
            }
            effect = {
                capital_scope = {
                    add_unit_construction = {
                        type = cavalry
                        amount = 6
                        speed = 0.25
                        cost = 0
                    }
                }
            }
            cooldown_years = 0
            ai_chance = {
                factor = 0    #Just no
            }
        }
    }
}
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例2:马穆鲁克机制

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mamluk_mechanic = {
    alert_icon_gfx = GFX_alerticons_government_mechanics
    alert_icon_index = 3
    available = {
        has_dlc = "Cradle of Civilization"
    }
   
    powers = {
        mamluk_adm_power = {
            max = 150
            monarch_power = ADM
            reset_on_new_ruler = yes
            base_monthly_growth = 0.25
        }
        mamluk_dip_power = {
            max = 150
            monarch_power = DIP
            reset_on_new_ruler = yes
            base_monthly_growth = 0.25
        }
        mamluk_mil_power = {
            max = 150
            monarch_power = MIL
            reset_on_new_ruler = yes
            base_monthly_growth = 0.25
        }
    }
   
    interactions = {
        promote_culture_in_government = {
            icon = GFX_promote_culture_in_government_button
            cost_type = mamluk_adm_power
            cost = 100
            trigger = {
            }
            effect = {
                add_country_modifier = {
                    name = promote_culture_in_government_modifier
                    duration = 365
                }
            }
            cooldown_years = 1
            ai_chance = {
                factor = 100    #Never a reason to say no to this either
            }
        }
        sell_off_culture_slaves = {
            icon = GFX_sell_off_culture_slaves_button
            cost_type = mamluk_dip_power
            cost = 100
            trigger = {
                custom_trigger_tooltip = {
                    tooltip = ANY_OWNED_PROVINCE_OF_RULER_CULTURE
                    any_owned_province = {
                        owner = {
                            ruler_culture = PREV
                        }
                    }
                }
            }
            effect = {
                add_owned_provinces_development_ducats = {
                    custom_tooltip = FROM_PROVINCES_OF_RULER_CULTURE
                    trigger = {
                        owner = {
                            ruler_culture = PREV
                        }
                    }
                    multiplier = 2
                    age_multiplier = 1
                }
            }
            cooldown_years = 1
            ai_chance = {
                factor = 100    #There is never a reason to say no to money
                modifier = {
                    factor = 20
                    num_of_loans = 1
                }
                modifier = {
                    factor = 20
                    num_of_loans = 3
                }
                modifier = {
                    factor = 20
                    num_of_loans = 5
                }
                modifier = {
                    factor = 20
                    num_of_loans = 7
                }
            }
        }
        recruit_from_culture_lands = {
            icon = GFX_recruit_from_culture_lands_button
            cost_type = mamluk_mil_power
            cost = 100
            trigger = {
                custom_trigger_tooltip = {
                    tooltip = ANY_OWNED_PROVINCE_OF_RULER_CULTURE
                    any_owned_province = {
                        owner = {
                            ruler_culture = PREV
                        }
                    }
                }
            }
            effect = {
                add_owned_provinces_development_manpower = {
                    custom_tooltip = FROM_PROVINCES_OF_RULER_CULTURE
                    trigger = {
                        owner = {
                            ruler_culture = PREV
                        }
                    }
                    multiplier = 0.05
                    age_multiplier = 1
                }
            }
            cooldown_years = 1
            ai_chance = {
                factor = 100    #Say yes to manpower
                modifier = {
                    factor = 20
                    not = { manpower_percentage = 0.3 }
                }
                modifier = {
                    factor = 20
                    not = { manpower_percentage = 0.2 }
                }
                modifier = {
                    factor = 20
                    not = { manpower_percentage = 0.1 }
                }
            }
        }
    }
}
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例3:伊克塔机制

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iqta_mechanic = {
    alert_icon_gfx = GFX_alerticons_government_mechanics
    alert_icon_index = 2
    available = {
        has_dlc = "Cradle of Civilization"
    }
   
    interactions = {
        efficient_tax_farming = {
            icon = GFX_efficient_tax_farming_button
            trigger = {
            }
            effect = {
                add_country_modifier = {
                    name = efficient_tax_farming_modifier
                    duration = 7300
                }
                add_subjects_development_ducats = {
                    multiplier = 2
                }
            }
            cooldown_years = 20
            cooldown_token = iqta_mechanic
            cooldown_desc = AN_IQTA_TAXATION_POLICY
            ai_chance = {
                factor = 20
                modifier = {
                    factor = 0
                    NOT = { num_of_loans = 1 }
                }
                modifier = {
                    factor = 0.5
                    is_in_deficit = no
                }
                modifier = {
                    factor = 1.25
                    has_any_disaster = yes
                }
                modifier = {
                    factor = 1.5
                    num_of_loans = 2
                    is_in_deficit = yes
                }
                modifier = {
                    factor = 20
                    num_of_loans = 1
                }
                modifier = {
                    factor = 100
                    num_of_loans = 3
                }
                modifier = {
                    factor = 100
                    num_of_loans = 5
                }
                modifier = {
                    factor = 100
                    num_of_loans = 7
                }

            }
        }
        land_acquisition = {
            icon = GFX_land_acquisition_button
            trigger = {
            }
            effect = {
                add_country_modifier = {
                    name = land_acquisition_modifier
                    duration = 7300
                }
                add_subjects_development_manpower = {
                    multiplier = 0.05
                }
            }
            cooldown_years = 20
            cooldown_token = iqta_mechanic
            cooldown_desc = AN_IQTA_TAXATION_POLICY
            ai_chance = {
                factor = 20
                modifier = {
                    factor = 20
                    not = { manpower_percentage = 0.3 }
                }
                modifier = {
                    factor = 20
                    not = { manpower_percentage = 0.2 }
                }
                modifier = {
                    factor = 20
                    not = { manpower_percentage = 0.1 }
                }
                modifier = {
                    factor = 100
                    is_in_important_war = yes
                }
                modifier = {
                    factor = 30
                    is_at_war = yes
                    is_in_deficit = no
                }
                modifier = {
                    factor = 0
                    is_at_war = no
                    OR = {
                        NOT = {
                            any_neighbor_country = {
                                NOT = { truce_with = ROOT }
                            }
                        }
                        manpower_percentage = 0.9
                    }
                }
            }
        }
        lenient_taxation = {
            icon = GFX_lenient_taxation_button
            trigger = {
            }
            effect = {
                add_country_modifier = {
                    name = lenient_taxation_modifier
                    duration = 7300
                }
            }
            cooldown_years = 20
            cooldown_token = iqta_mechanic
            cooldown_desc = AN_IQTA_TAXATION_POLICY
            ai_chance = {
                factor = 10
                modifier = {
                    factor = 0
                    NOT = {
                        any_subject_country = {
                            liberty_desire = 40
                        }
                    }
                }
                modifier = {
                    factor = 20
                    any_subject_country = {
                        liberty_desire = 45
                    }
                }
                modifier = {
                    factor = 50
                    any_subject_country = {
                        liberty_desire = 50
                    }
                }
                modifier = {
                    factor = 100
                    any_subject_country = {
                        liberty_desire = 60
                    }
                }
            }
        }
    }
}
复制成功

但这还不是全部!以下是我作为内容设计师在 1.35 中添加的一些个人亮点:

  • 控制台指令 Guibounds,允许您调试 UI:

  • Change_country_color = { country = <country scope> / color = { r g b } } 如果使用前一个参数,则国家将采用指定国家范围的颜色。如果使用后者,则将使用定义的颜色。当然,也有个重置国家颜色的指令 restore_country_color = yes

  • 决议(和议案)可以换个颜色。以下是阶层特权激活的决议(见EU IV - 开发日志 2023 年 3 月 7 日 - 几大坨蓝最后几段)示例:

  • 一些新的当......时(on_actions)代码比如 on_parliament_debate_reset, on_parliament_seat_given, on_parliament_seat_lost, on_hre_reform_passed, on_mandate_reform_passed, on_slacken_start, on_slacken_stop, on_colony_finished, on_advisor_hired, on_adm_advisor_hired, on_dip_advisor_hired, on_mil_advisor_hired, on_core, on_tech_taken, on_adm_tech_taken, on_dip_tech_taken, on_mil_tech_taken, on_barrage, on_naval_barrage, on_scorch_earth, on_war_ended, on_alliance_broken, on_royal_marriage_broken, on_alliance_created 和 on_royal_marriage

  • 一些新的静态修正(static modifiers)代码比如 under_governing_capacity_modifier, mandate, imperial_authority_emperor, imperial_authority_member, positive_imperial_authority_emperor, positive_imperial_authority_member, negative_imperial_authority_emperor, negative_imperial_authority_member, average_overseas_subject_liberty_desire, reverse_average_overseas_subject_liberty_desire, average_subject_liberty_desire, reverse_average_subject_liberty_desire, average_global_autonomy 和 reverse_average_global_autonomy

  • 用于圣旨、热情焦点、金玺诏书、个人神祇与贸易政策的潜在需求(Potentials,如果不满足则隐藏此对象的条件,主要用于决议)和触发(trigger,主要用于事件)/接受(allowed,与此对象交互所需的条件,主要用于决议)

  • 阵亡/损失的士兵数量现在自动导出到变量“land_units_killed”、“land_units_lost”、“naval_units_killed”和“naval_units_lost”。注:它们不会一起计入您在整场战争中杀死的单位总数的变量。每场战斗都会重置变量。

  • 为以下机制添加了“effect”和“removed_effect”:

    • 底万机制(所以如果你同化一个文化组,effect就会触发,如果你失去同化加成,removed_effect 就会触发)

    • 海军学说

    • 个人神祇

    • 政策

    • 圣旨

  • 议案现在有以下参数:

    • backing_percentage = <int> #决定有多少议席将支持该问题。backing_percentage = 100 表示所有议席都会支持它,backing_percentage = 0 表示没有议席支持它。如果未定义,则游戏使用 Defines 中的 PARLIAMENT_BACKING_PERCENTAGE

    • effect_duration = <int> #决定通过议案辩论的效果持续多长时间,以及在通过议案后可以辩论下一个议案之前的时间量。如果未定义,则游戏使用 Defines 中的 PARLIAMENT_EFFECT_DURATION。

    • debate_duration = <int> #决定议案辩论在进入可以随机终止的阶段之前将持续多长时间。如果未定义,则游戏使用 Defines 中的 PARLIAMENT_DEBATE_DURATION。

    • chance_of_decision = <float> #决定辩论在debate_duration / PARLIAMENT_DEBATE_DURATION之后结束的几率。默认为 PARLIAMENT_CHANCE_OF_DECISION

  • 贿赂现在有 chance = {} 定义贿赂出现的可能性的参数

  • 雇佣兵的新属性:

    • counts_towards_force_limit = no(具有此特性的佣兵团不会占用任何兵力上限)

    • max_size = <int> #限制这个佣兵团的规模。如果佣兵团的规模大于设定的最大规模,那么每个额外的“应该扩大”的部队都将被转移到佣兵团的人力库中。如果未设置或如果为“-1”,则它是默认设置。

    • min_size = <int> #限制这个佣兵团的最小规模。因此,如果您雇用一支佣兵团,它总是至少拥有 min_size 要求的部队数。如果它大于“max_size”,那么它应该在错误日志中产生错误并被禁用。如果未设置或如果为“-1”,则它是默认设置。

    • no_additional_manpower_from_max_size = yes #这表明它不允许每个超过“max_size”的额外的“应该扩大”的部队被转移到佣兵团的人力库中。“no”是默认值。

    • manpower_pool = <double> #定义佣兵团的人力池有多大。雇佣兵人力修正以此为基础进行计算。默认情况下,它是 -1,这意味着它只是按照正常情况计算佣兵团可用人力。

    • 所以在脚本中,佣兵团可能看起来像这样:

代码块
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merc__local_free_company = {
     regiments_per_development = 0.025
     cavalry_weight = 0.1
     artillery_weight = 0.1
     cavalry_cap = 2
     cost_modifier = 0.75
     trigger = {
         total_development = 150
         is_allowed_to_recruit_mercenaries = yes
     }
     # No home province means local mercenary company
     max_size = 12
     min_size = 4
     no_additional_manpower_from_max_size = yes
     manpower_pool = 50
}
复制成功
  • 这个“local_free_company”至少有 4k 部队,最多不能超过 12k 部队。由于设置了“no_additional_manpower_from_max_size = yes”,因此每个额外的“应该扩大”的部队都将消失。它也有一个恰好 50k 的人力池,因为定义了“manpower_pool = 50”。

  • 最后但同样重要的是:新的修正。这是游戏中所有修正完整列表。不过请注意:单位、省份和国家修正都放在同一个地方。该列表首先作为信息来源,首先表明某个修正是存在的。

代码块
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#test_modifier = {
#    can_not_build_colonies = yes
#    can_not_build_buildings = yes
#    can_not_build_missionaries = yes
#    can_not_declare_war = yes
#    can_not_send_merchants = yes
#    capped_by_forcelimit = yes
#    can_claim_states = yes
#    free_concentrate_development = yes
#    build_cost = -0.1
#    local_build_cost = -0.1
#    build_time = -0.1
#    local_build_time = -0.1
#    local_unrest = -1
#    global_unrest = -1
#    development_cost = -0.1
#    development_cost_modifier = -0.1
#    local_development_cost = -0.1
#    local_development_cost_modifier = -0.1
#    trade_efficiency = 0.1
#    province_trade_power_value = 0.1
#    province_trade_power_modifier = 0.1
#    global_prov_trade_power_modifier = 0.1
#    production_efficiency = 0.1
#    local_production_efficiency = 0.1
#    trade_goods_size = 1
#    trade_goods_size_modifier = 0.1
#    raze_power_gain = 0.1
#    monarch_power_tribute = 1
#    tributary_conversion_cost_modifier = -1
#    expand_infrastructure_cost_modifier = -1
#    max_absolutism_effect = 0.1
#    centralize_state_cost = -0.1
#    local_centralize_state_cost = -0.1
#    land_morale_constant = 1
#    naval_morale_constant = 1
#    max_general_shock = 1
#    max_general_fire = 1
#    max_general_maneuver = 1
#    max_general_siege = 1
#    max_admiral_shock = 1
#    max_admiral_fire = 1
#    max_admiral_maneuver = 1
#    max_admiral_siege = 1
#    coast_raid_range = 1
#    development_cost_in_primary_culture = -0.1
#    reduced_trade_penalty_on_non_main_tradenode = -0.1
#    colony_cost_modifier = -0.1
#    local_colony_cost_modifier = -0.1
#    spy_action_cost_modifier = -0.1
#    placed_merchant_power_modifier = 1
#    reduced_liberty_desire_on_other_continent = -1
#    overextension_impact_modifier = -0.1
#    artillery_level_modifier = 1
#    local_tolerance_of_heretics = 1
#    local_tolerance_of_heathens = 1
#    tax_income = 1
#    global_tax_income = 1
#    local_tax_modifier = 0.1
#    global_tax_modifier = 0.1
#    stability_cost_modifier = -0.1
#    inflation_reduction = 0.1
#    inflation_reduction_local = 0.1
#    interest = -0.1
#    colonists = 1
#    missionaries = 1
#    merchants = 1
#    diplomats = 1
#    global_trade_power = 0.1
#    global_foreign_trade_power = 0.1
#    global_own_trade_power = 0.1
#    colonist_placement_chance = 0.1
#    local_colonist_placement_chance = 0.1
#    global_missionary_strength = 0.01
#    local_missionary_strength = 0.01
#    land_morale = 0.1
#    naval_morale = 0.1
#    local_manpower = 1
#    global_manpower = 1
#    local_manpower_modifier = 0.1
#    global_manpower_modifier = 0.1
#    manpower_recovery_speed = 0.1
#    morale_damage_received = -0.1
#    morale_damage = 0.1
#    military_tactics = 1
#    local_sailors = 1
#    global_sailors = 1
#    local_sailors_modifier = 0.1
#    global_sailors_modifier = 0.1
#    sailors_recovery_speed = 0.1
#    land_forcelimit = 1
#    naval_forcelimit = 1
#    overlord_naval_forcelimit = 1
#    overlord_naval_forcelimit_modifier = 0.1
#    land_forcelimit_modifier = 0.1
#    naval_forcelimit_modifier = 0.1
#    land_maintenance_modifier = -0.1
#    naval_maintenance_modifier = -0.1
#    merc_maintenance_modifier = -0.1
#    fort_maintenance_modifier = -0.1
#    local_fort_maintenance_modifier = -0.1
#    mercenary_cost = -0.1
#    infantry_cost = -0.1
#    cavalry_cost = -0.1
#    artillery_cost = -0.1
#    heavy_ship_cost = -0.1
#    light_ship_cost = -0.1
#    galley_cost = -0.1
#    transport_cost = -0.1
#    infantry_power = 0.1
#    cavalry_power = 0.1
#    artillery_power = 0.1
#    heavy_ship_power = 0.1
#    light_ship_power = 0.1
#    galley_power = 0.1
#    transport_power = 0.1
#    attrition = 1
#    hostile_attrition = 1
#    artillery_barrage_cost = -0.1
#    transport_attrition = -0.1
#    land_attrition = -0.1
#    naval_attrition = -0.1
#    max_attrition = 1
#    max_hostile_attrition = 1
#    supply_limit = 0.1
#    war_exhaustion = 0.1
#    war_exhaustion_cost = -0.1
#    local_hostile_attrition = 1
#    army_tradition = 0.1
#    navy_tradition = 0.1
#    army_tradition_decay = -0.01
#    navy_tradition_decay = -0.01
#    leader_land_fire = 1
#    leader_land_shock = 1
#    leader_naval_fire = 1
#    leader_naval_shock = 1
#    leader_siege = 1
#    leader_naval_manuever = 1
#    leader_land_manuever = 1
#    state_maintenance_modifier = -0.1
#    local_state_maintenance_modifier = -0.1
#    global_spy_defence = 0.1
#    spy_offence = 0.1
#    trade_value = 0.1
#    fort_level = 1
#    blockade_efficiency = 0.1
#    ship_recruit_speed = -0.1
#    regiment_recruit_speed = -0.1
#    global_ship_recruit_speed = -0.1
#    global_regiment_recruit_speed = -0.1
#    prestige = 0.1
#    prestige_decay = -0.01
#    prestige_from_land = 0.1
#    prestige_from_naval = 0.1
#    trade_value_modifier = 0.1
#    garrison_growth = 0.1
#    global_garrison_growth = 0.1
#    advisor_cost = -0.1
#    advisor_pool = 1
#    female_advisor_chance = 0.1
#    technology_cost = -0.1
#    discipline = 0.1
#    reinforce_speed = -0.1
#    range = 0.1
#    global_colonial_growth = 1
#    local_colonial_growth = 1
#    tolerance_own = 1
#    tolerance_heretic = 1
#    tolerance_heathen = 1
#    defensiveness = 0.1
#    local_defensiveness = 0.1
#    global_ship_cost = -0.1
#    global_ship_repair = 0.1
#    global_regiment_cost = -0.1
#    global_tariffs = 0.1
#    diplomatic_reputation = 1
#    papal_influence = 0.1
#    devotion = 0.1
#    legitimacy = 0.1
#    horde_unity = 0.1
#    republican_tradition = 0.1
#    monthly_splendor = 1
#    local_ship_cost = -0.1
#    local_ship_repair = 0.1
#    local_regiment_cost = -0.1
#    local_friendly_movement_speed = 0.1
#    local_hostile_movement_speed = -0.1
#    trade_range_modifier = 0.1
#    global_heretic_missionary_strength = -0.01
#    global_heathen_missionary_strength = -0.01
#    improve_relation_modifier = 0.1
#    trade_steering = 0.1
#    all_power_cost = -0.1
#    core_creation = -0.1
#    enemy_core_creation = 0.1
#    free_leader_pool = 1
#    idea_cost = -0.1
#    heir_chance = 0.1
#    embargo_efficiency = 0.1
#    recover_army_morale_speed = 0.1
#    recover_navy_morale_speed = 0.1
#    diplomatic_upkeep = 1
#    unjustified_demands = -0.1
#    mercenary_manpower = 0.1
#    fabricate_claims_cost = -0.1
#    claim_duration = 0.1
#    regiment_manpower_usage = -0.1
#    all_estate_influence_modifier = -0.1
#    justify_trade_conflict_cost = -0.1
#    rebel_support_efficiency = 0.1
#    discovered_relations_impact = -0.1
#    annexation_relations_impact = -0.1
#    vassal_income = 0.1
#    religious_unity = 0.1
#    inflation_action_cost = -0.1
#    migration_cost = -0.1
#    add_tribal_land_cost = -0.1
#    settle_cost = -0.1
#    monthly_fervor_increase = 0.1
#    monthly_piety = 0.001
#    monthly_piety_accelerator = 0.001
#    monthly_karma = 0.01
#    monthly_karma_accelerator = -0.01
#    global_rebel_suppression_efficiency = 0.1
#    caravan_power = 0.1
#    yearly_corruption = -0.1
#    min_autonomy = -1
#    global_autonomy = -0.1
#    min_local_autonomy = -1
#    local_autonomy = -0.1
#    siege_ability = 0.1
#    privateer_efficiency = 0.1
#    global_trade_goods_size_modifier = 0.1
#    global_trade_goods_size = 0.1
#    envoy_travel_time = -0.1
#    imperial_authority = 0.1
#    imperial_authority_value = 0.1
#    imperial_mandate = 0.1
#    ae_impact = -0.1
#    province_warscore_cost = -0.1
#    supply_limit_modifier = 0.1
#    global_supply_limit_modifier = 0.1
#    national_focus_years = -1
#    vassal_forcelimit_bonus = 0.1
#    vassal_naval_forcelimit_bonus = 0.1
#    vassal_manpower_bonus = 0.1
#    vassal_sailors_bonus = 1
#    years_of_nationalism = 1
#    local_years_of_nationalism = 1
#    num_accepted_cultures = 1
#    culture_conversion_cost = 1
#    local_culture_conversion_cost = 1
#    culture_conversion_time = 1
#    local_culture_conversion_time = 1
#    diplomatic_annexation_cost = 1
#    chance_to_inherit = 1
#    ship_durability = 1
#    liberty_desire = 1
#    reduced_liberty_desire = 1
#    allowed_num_of_buildings = 1
#    global_allowed_num_of_buildings = 1
#    allowed_num_of_manufactories = 1
#    global_allowed_num_of_manufactories = 1
#    church_power_modifier = 1
#    monthly_church_power = 1
#    garrison_size = 1
#    local_garrison_size = 1
#    loot_amount = 1
#    embracement_cost = 1
#    local_institution_spread = 1
#    global_institution_spread = 1
#    native_uprising_chance = 1
#    native_assimilation = 1
#    may_recruit_female_generals = yes
#    block_introduce_heir = yes
#    can_transfer_vassal_wargoal = yes
#    can_chain_claim = yes
#    free_maintenance_on_expl_conq = yes
#    colony_development_boost = 1
#    attack_bonus_in_capital_terrain = 1
#    can_bypass_forts = yes
#    ignore_coring_distance = yes
#    force_march_free = yes
#    possible_condottieri = 1
#    global_ship_trade_power = 1
#    local_naval_engagement_modifier = 1
#    global_naval_engagement_modifier = 1
#    global_naval_engagement = 1
#    block_slave_raid = yes
#    may_perform_slave_raid = yes
#    may_perform_slave_raid_on_same_religion = yes
#    cavalry_flanking = 1
#    movement_speed = 1
#    capture_ship_chance = 1
#    sunk_ship_morale_hit_recieved = 1
#    naval_tradition_from_battle = 1
#    army_tradition_from_battle = 1
#    local_core_creation = 1
#    immortal = yes #Dummy, doesn't do anything but has a cool icon I guess
#    amount_of_banners = 1
#    local_amount_of_banners = 1
#    has_banners = yes
#    local_has_banners = yes
#    has_carolean = yes
#    local_has_carolean = yes
#    amount_of_carolean = 1
#    local_amount_of_carolean = 1
#    can_recruit_hussars = yes
#    amount_of_hussars = 1
#    local_amount_of_hussars = 1
#    hussars_cost_modifier = 1
#    free_land_leader_pool = 1
#    free_navy_leader_pool = 1
#    amount_of_cawa = 1
#    local_amount_of_cawa = 1
#    fire_damage = 1
#    shock_damage = 1
#    fire_damage_received = 1
#    shock_damage_received = 1
#    reinforce_cost_modifier = 1
#    garrison_damage = 1
#    local_garrison_damage = 1
#    assault_fort_cost_modifier = 1
#    local_assault_fort_cost_modifier = 1
#    assault_fort_ability = 1
#    local_assault_fort_ability = 1
#    local_religious_conversion_resistance = 1
#    global_religious_conversion_resistance = 1
#    placed_merchant_power = 1
#    ship_power_propagation = 1
#    institution_spread_from_true_faith = 1
#    prestige_per_development_from_conversion = 1
#    administrative_efficiency = 1
#    yearly_absolutism = 1
#    max_absolutism = 1
#    core_decay_on_your_own = 1
#    autonomy_change_time = 1
#    expand_administration_cost = 1
#    rival_change_cost = 1
#    rival_border_fort_maintenance = 1
#    harsh_treatment_cost = 1
#    reduced_liberty_desire_on_same_continent = 1
#    backrow_artillery_damage = 1
#    enforce_religion_cost = 1
#    liberty_desire_from_subject_development = 1
#    monarch_admin_power = 1
#    monarch_diplomatic_power = 1
#    monarch_military_power = 1
#    local_heir_adm = 1
#    local_heir_dip = 1
#    local_heir_mil = 1
#    artillery_levels_available_vs_fort = 1
#    country_admin_power = 1
#    country_diplomatic_power = 1
#    country_military_power = 1
#    meritocracy = 1
#    yearly_harmony = 1
#    harmonization_speed = 1
#    cav_to_inf_ratio = 1
#    local_monthly_devastation = 1
#    global_monthly_devastation = 1
#    global_prosperity_growth = 1
#    local_prosperity_growth = 1
#    monthly_favor_modifier = 1
#    monthly_gold_inflation_modifier = 1
#    gold_depletion_chance_modifier = 1
#    local_gold_depletion_chance_modifier = 1
#    tolerance_of_heretics_capacity = 1
#    tolerance_of_heathens_capacity = 1
#    move_capital_cost_modifier = 1
#    war_taxes_cost_modifier = 1
#    siege_blockade_progress = 1
#    warscore_cost_vs_other_religion = 1
#    mercenary_discipline = 1
#    sailor_maintenance_modifer = 1
#    yearly_army_professionalism = 1
#    general_cost = 1
#    reserves_organisation = 1
#    drill_gain_modifier = 1
#    drill_decay_modifier = 1
#    same_culture_advisor_cost = 1
#    same_religion_advisor_cost = 1
#    promote_culture_cost = 1
#    own_coast_naval_combat_bonus = 1
#    local_own_coast_naval_combat_bonus = 1
#    global_defender_dice_roll_bonus = 1
#    local_defender_dice_roll_bonus = 1
#    global_attacker_dice_roll_bonus = 1
#    local_attacker_dice_roll_bonus = 1
#    own_territory_dice_roll_bonus = 1
#    can_revoke_parliament_seats = yes
#    parliament_backing_chance = 1
#    parliament_effect_duration = 1
#    parliament_debate_duration = 1
#    parliament_chance_of_decision = 1
#    num_of_parliament_issues = 1
#    max_possible_parliament_seats = 1
#    institution_growth = 1
#    innovativeness_gain = 1
#    possible_policy = 1
#    free_policy = 1
#    possible_adm_policy = 1
#    possible_dip_policy = 1
#    possible_mil_policy = 1
#    free_adm_policy = 1
#    free_dip_policy = 1
#    free_mil_policy = 1
#    adm_advisor_cost = 1
#    dip_advisor_cost = 1
#    mil_advisor_cost = 1
#    reform_progress_growth = 1
#    reform_progress_growth_building = 1
#    monthly_reform_progress = 1
#    monthly_reform_progress_modifier = 1
#    monthly_reform_progress_building = 1
#    min_autonomy_in_territories = 1
#    reelection_cost = 1
#    leader_cost = 1
#    candidate_random_bonus = 1
#    election_cycle = 1
#    monthly_support_heir_gain = 1
#    power_projection_from_insults = 1
#    local_religious_unity_contribution = 1
#    trade_company_investment_cost = 1
#    cawa_cost_modifier = 1
#    janissary_cost_modifier = 1
#    blockade_force_required = 1
#    hostile_disembark_speed = 1
#    hostile_fleet_attrition = 1
#    regiment_disembark_speed = 1
#    allowed_tercio_fraction = 1
#    amount_of_tercio = 1
#    local_has_tercio = yes
#    allowed_musketeer_fraction = 1
#    amount_of_musketeers = 1
#    local_has_musketeers = yes
#    allowed_samurai_fraction = 1
#    amount_of_samurai = 1
#    local_has_samurai = yes
#    allowed_geobukseon_fraction = 1
#    amount_of_geobukseon = 1
#    local_has_geobukseon = yes
#    allowed_man_of_war_fraction = 1
#    amount_of_man_of_war = 1
#    local_has_man_of_war = yes
#    allowed_galleon_fraction = 1
#    amount_of_galleon = 1
#    local_has_galleon = yes
#    allowed_galleass_fraction = 1
#    amount_of_galleass = 1
#    local_has_galleass = yes
#    allowed_caravel_fraction = 1
#    amount_of_caravel = 1
#    local_has_caravel = yes
#    allowed_voc_indiamen_fraction = 1
#    amount_of_voc_indiamen = 1
#    local_has_voc_indiamen = yes
#    allowed_marine_fraction = 1
#    can_recruit_janissaries = yes
#    can_recruit_cawa = yes
#    can_recruit_cossacks = yes
#    can_recruit_rajputs = yes
#    can_recruit_revolutionary_guards = yes
#    allow_janissaries_from_own_faith = yes
#    allow_mercenary_drill = yes
#    merc_leader_army_tradition = 1
#    merc_independent_from_trade_range = yes
#    allow_mercenaries_to_split = yes
#    may_explore = yes
#    sea_repair = yes
#    cb_on_government_enemies = yes
#    cb_on_primitives = yes
#    no_religion_penalty = yes
#    auto_explore_adjacent_to_colony = yes
#    reduced_stab_impacts = yes
#    extra_manpower_at_religious_war = yes
#    idea_claim_colonies = yes
#    may_establish_frontier = yes
#    can_fabricate_for_vassals = yes
#    cb_on_overseas = yes
#    reduced_native_attacks = yes
#    may_not_reduce_inflation = yes
#    no_cost_for_reinforcing = yes
#    may_build_supply_depot = yes
#    may_refill_garrison = yes
#    may_return_manpower_on_disband = yes
#    may_not_convert_territories = yes
#    allow_client_states = yes
#    enable_forced_march = yes
#    number_of_cannons_modifier = 1
#    heavy_ship_number_of_cannons_modifier = 1
#    light_ship_number_of_cannons_modifier = 1
#    galley_number_of_cannons_modifier = 1
#    transport_number_of_cannons_modifier = 1
#    hull_size = 1
#    hull_size_modifier = 1
#    heavy_ship_hull_size_modifier = 1
#    light_ship_hull_size_modifier = 1
#    galley_hull_size_modifier = 1
#    transport_hull_size_modifier = 1
#    engagement_cost = 1
#    engagement_cost_modifier = 1
#    special_unit_cost_modifier = 1
#    special_unit_manpower_cost_modifier = 1
#    number_of_cannons_flagship_modifier = 1
#    number_of_cannons_flagship = 1
#    number_of_cannons = 1
#    max_flagships = 1
#    flagship_morale = 1
#    naval_maintenance_flagship_modifier = 1
#    trade_power_in_fleet_modifier = 1
#    ship_trade_power = 1
#    ship_trade_power_modifier = 1
#    can_transport_units = yes
#    flagship_naval_engagement_modifier = 1
#    blockade_impact_on_siege_in_fleet_modifier = 1
#    movement_speed_in_fleet_modifier = 1
#    flagship_durability = 1
#    morale_in_fleet_modifier = 1
#    exploration_mission_range_in_fleet_modifier = 1
#    barrage_cost_in_fleet_modifier = 1
#    naval_attrition_in_fleet_modifier = 1
#    cannons_for_hunting_pirates_in_fleet = 1
#    movement_speed_onto_off_boat_modifier = 1
#    admiral_skill_gain_modifier = 1
#    privateering_efficiency_in_fleet_modifier = 1
#    prestige_from_battles_in_fleet_modifier = 1
#    naval_tradition_in_fleet_modifier = 1
#    landing_penalty = 1
#    establish_order_cost = 1
#    treasure_fleet_income = 1
#    global_naval_barrage_cost = 1
#    center_of_trade_upgrade_cost = 1
#    local_center_of_trade_upgrade_cost = 1
#    missionary_maintenance_cost = 1
#    local_missionary_maintenance_cost = 1
#    naval_tradition_from_trade = 1
#    admiral_cost = 1
#    expel_minorities_cost = 1
#    infantry_fire = 1
#    cavalry_fire = 1
#    artillery_fire = 1
#    infantry_shock = 1
#    cavalry_shock = 1
#    artillery_shock = 1
#    curia_treasury_contribution = 1
#    cb_on_religious_enemies = yes
#    yearly_patriarch_authority = 1
#    yearly_authority = 1
#    yearly_karma_decay = 1
#    available_province_loot = 1
#    relation_with_heretics = 1
#    relation_with_heathens = 1
#    relation_with_same_religion = 1
#    reverse_relation_with_same_religion = 1
#    relation_with_same_culture = 1
#    relation_with_same_culture_group = 1
#    relation_with_accepted_culture = 1
#    relation_with_other_culture = 1
#    stability_cost_to_declare_war = 1
#    special_unit_forcelimit = 1
#    curia_powers_cost = 1
#    appoint_cardinal_cost = 1
#    papal_influence_from_cardinals = 1
#    unrest_catholic_provinces = 1
#    imperial_reform_catholic_approval = 1
#    disengagement_chance = 1
#    manpower_in_true_faith_provinces = 1
#    manpower_in_own_culture_provinces = 1
#    manpower_in_culture_group_provinces = 1
#    manpower_in_accepted_culture_provinces = 1
#    free_city_imperial_authority = 1
#    imperial_mercenary_cost = 1
#    max_free_cities = 1
#    max_electors = 1
#    manpower_against_imperial_enemies = 1
#    monarch_lifespan = 1
#    max_revolutionary_zeal = 1
#    yearly_revolutionary_zeal = 1
#    flagship_cost = 1
#    governing_capacity = 1
#    governing_capacity_modifier = 1
#    governing_cost = 1
#    trade_company_governing_cost = 1
#    state_governing_cost = 1
#    territories_governing_cost = 1
#    local_governing_cost = 1
#    local_governing_cost_increase = 1
#    state_governing_cost_increase = 1
#    statewide_governing_cost = 1
#    reasons_to_elect = 1
#    years_to_integrate_personal_union = 1
#    legitimate_subject_elector = 1
#    accept_vassalization_reasons = 1
#    transfer_trade_power_reasons = 1
#    local_warscore_cost_modifier = 1
#    mercantilism_cost = 1
#    tribal_development_growth = 1
#    monthly_federation_favor_growth = 1
#    monthly_heir_claim_increase = 1
#    monthly_heir_claim_increase_modifier = 1
#    great_project_upgrade_cost = 1
#    local_great_project_upgrade_cost = 1
#    great_project_upgrade_time = 1
#    local_great_project_upgrade_time = 1
#    colonial_type_change_cost_modifier = 1
#    colonial_subject_type_upgrade_cost_modifier = 1
#    yearly_doom_reduction = 1
#    all_estate_loyalty_equilibrium = 1
#    loyalty_change_on_revoked = 1
#    estate_interaction_cooldown_modifier = 1
#    all_estate_possible_privileges = 1
#    no_stability_loss_on_monarch_death = yes
#    allow_free_estate_privilege_revocation = yes
#    warscore_from_battles_modifier = 1
#    yearly_innovativeness = 1
#    yearly_government_power = 1
#    no_claim_cost_increasement = yes
#    naval_morale_damage = 1
#    naval_morale_damage_received = 1
#    has_tercio = yes
#    has_musketeer = yes
#    has_samurai = yes
#    has_geobukseon = yes
#    has_man_of_war = yes
#    has_galleon = yes
#    has_galleass = yes
#    has_caravel = yes
#    has_voc_indiamen = yes
#    has_streltsy = yes
#    allowed_streltsy_fraction = 1
#    amount_of_streltsy = 1
#    local_has_streltsy = 1
#}
复制成功

您可以在游戏文件中找到名为“02_test_modifiers.txt”的文件。它被注释掉了,所以它对正常游戏完全没有影响。

这就是本周的内容!下周@SaintDaveUK将谈论君临 DLC 的艺术内容(美工、音乐、模型之类的)。在那之前,祝大家度过愉快的一周!

附赠梗图一张: