EU IV - 開發日誌 2023 年 3 月 21 日 - 平衡變化和玩家模組新增功能

晚上好!今天,我們將最終了解 1.35 中的一些平衡變化和玩家模組新增功能。因此,事不宜遲,讓我們開始吧!首先要介紹的是時代能力的變化。由於一些國家的實力水平發生了變化,因此調整他們的時代能力也是應當的。時代能力已進行以下更改:

“烏爾班大炮”更名為“奧斯曼攻城術”,現在提供 +1 陸軍將領圍城 而不是 +33% 圍城能力

“西班牙大方陣”已被“西班牙陸軍元帥”取代,現在給予 +1 陸軍將領衝擊而不是 -30% 所受衝擊傷害

“莫臥兒火炮”已從 -50% 炮兵花費更改為 +15% 炮兵作戰能力

“波斯援軍”已被“波斯啟蒙運動”取代,現在提供 -20% 發展成本而不是 -30% 補充花費

“法蘭西火槍手”已被“法蘭西專制主義”取代,現在提供 +30% 專制主義最大效果,而不是 +20% 陸軍火力傷害

“尼德蘭官員”已被“尼德蘭商業化”取代,現在提供 +33% 貿易引導而不是 -0.2 年度腐敗

“大英帝國艦隊”現在提供 +1 最大海軍將領火力,而不是 -33% 海軍維護費

“俄羅斯帝國”現在提供 -10% 自治領地最低自治度,而不是 +33% 行政容量

“奧地利外交”已被“奧地利韌性”取代,現在給予 -20% 所受士氣傷害

其他一些值得注意的平衡變化:

壁壘(不是堡壘!)現在只能放置在遊戲中被視為“平地”的地形上。這意味著只能在農田、草原、大草原、稀樹草原、旱地、沙漠(包括沿海沙灘)和海岸線上建造城牆。注:我們知道此更改有點違背壁壘的實際性質。這一變化背後的原因是,山地加壁壘會導致令人焦慮的情況——由於進攻方骰子點數為 -3,雙方都不想發動攻擊。

更換宿敵的冷卻時間從 25 年減少到 5 年

伊比利亞地區的商品已調整:

沒開遊戲,目測多了塊煤礦,還少了點東西,有人開遊戲看看嗎

與此相關的是,如果您決定遷往新首都,“西班牙新都”事件現在會將省份馬德里生產的商品更改為玻璃。

天命改革現在花費 80 天命而不是 70

天命增長已調整:

現在每點穩定度都會提供 +0.4 而不是 +0.24 年度天命

每個處在繁榮中的直屬州現在給予 +0.04 而不是 +0.03 年度天命

現在,每 100 發展度擁有 100 荒廢度的直屬州省份都會導致 -12.0 而不是 -10.0 年度天命,根據發展度和荒廢度自動計算

現在每 5 筆貸款提供 -0.6 年度天命而不是 -0.36

虔誠看到了一些變化,以便更容易地達到神祕主義,同時更難達到教條主義

當新的統治者登基時,虔誠總是重置為 0

當你宣戰時,虔誠不再增加或減少

除了“抨擊宗派活動”之外的所有決議現在都會將您推向您所處於的虔誠方向。所以這意味著,如果你的虔誠低於 0,決議“加強宗教統一”現在會提供 -15 虔誠。否則它會提供 +15 虔誠。決議“抨擊宗派活動”可獲得 +10 虔誠。

為教士階層增加了一個新的特權,給予 -0.1 每月虔誠。它不能與提供 +0.1 每月虔誠的特權“神職大臣”結合使用。

神祕主義現在提供 -10% 理念花費而不是 +20% 防禦效率

特殊單位也進行了一些重新平衡:

耶尼切裡:

現在被招募出來時他們的部隊人數只有 10% 而不是 100%

現在被招募出來時他們的士氣只有 10% 而不是 100%

現在招募一支耶尼切裡花費 3 軍事點而不是 10 軍事點

耶尼切裡現在擁有 +50% 強攻堡壘能力

耶尼切裡現在有 +50% 操練度獲取,而不是 100%

恰瓦:

現在被招募出來時他們的部隊人數有 50% 而不是 10%

現在被招募出來時他們的士氣只有 10% 而不是 50%

現在招募一支恰瓦花費 2 軍事點而不是 5 軍事點

現在恰瓦所受衝擊傷害為 -5%,而不是 -15%

現在恰瓦是 -50% 陸軍損耗,而不是 -25%

現在恰瓦是 +50% 補員速度,而不是 -25%

恰瓦原來的 +25% 補員花費已被移除

射擊軍:

不再通過俄羅斯政府能力按鈕產生

他們現在可以像正規軍一樣被招募

射擊軍可被擁有改革“俄羅斯公國”、“衛徹共和國”、“沙皇國”和“大衛徹共和國”的國家招募出來。作為擁有改革“俄羅斯公國”/“衛徹共和國”的國家招募的射擊軍數量只有 10% 的陸軍上限。如果您通過成立俄羅斯來升級您的政府改革,這將進一步增加 10%。

“招募射擊軍”政府能力已更改為“配備射擊軍”,這會減少 2 點厭戰度,為您提供少量按每年全國人力計算的人力(公國 5%,沙皇國 10%)並在10年內提高您的射擊軍步兵作戰能力5% / 10%。

現在射擊軍除了 +10% 火力傷害外,還會 -10% 所受火力傷害

依賴射擊軍不再增加穩定度花費

哥薩克騎兵:

依賴哥薩克不再增加穩定度花費

哥薩克騎兵現在 +15% 衝擊傷害而不是 10%

被封鎖的省份現在獲得 -100% 省份貿易競爭力

本地稅收發展度現在有一些額外的省份修正,使稅基有點身份。每點稅收發展度有以下效果:

-1% 本地建造時間

-2% 本地募兵時間

+2% 本地思潮傳播

-1% 本地偉大工程升級時間

“將直屬州分配給帕夏”現在有一些變化

功能“將直屬州分配給帕夏”

為直屬州內所有省份帶來以下效果:

-33%直屬州維護費

+20本地最低自治度

-0.1每月自治度

-20%省份治理成本

+10本地異教容忍

注:本地異教容忍使該省就像您本身擁有這麼多異教容忍一樣(但是如果您的最大異教容忍低於本地容忍,則會更少)。舉個例子:奧斯曼有 +1.5 異教容忍,而它的最大異教容忍為 3。一個分配給帕夏的省份會假裝奧斯曼此時有 +3 異教容忍,因為當地有 +10 異教容忍但只有 +3 最大異教容忍。您可能還會注意到,它降低了每月自治度,同時還增加了本地最低自治度。這是為了提高基礎自治度,但使該省份更容易達到該基礎。

荒廢度的負面影響(本地移動速度和補給上限除外)已加倍

通脹每增加 1%,傳教維護費、殖民地維護費、偉大工程升級成本、接納思潮花費、殖民領升級/型別切換成本和直屬州維護費都會增加 1%

呼籲和平現在 +0.005 而不是 +0.008 厭戰度

擴大省份基礎設施現在 -15% 本地發展成本而不是 -25%

上週我們介紹了“降低招募標準”的按鈕切換功能。我們對其進行了一些數值調整,使其提供 +100% 人力恢復速度,而不是 +50%。

到目前為止,這還不是遊戲平衡變化的全部列表,但現在應該涵蓋了最重要的部分。在我們繼續之前,我想向您展示我們將在 1.35 中新增的三種新地圖模式!

焚掠地圖模式:

尬吹一波P社:這圖截的有水平,剛好把“Great Horde(大帳)”的“Horde(遊牧)”截進來了,使大家都知道了這是遊牧的焚掠機制而不是普通的掠奪戰利品機制

焦土地圖模式:

擴大省份基礎設施地圖模式:

最後一點,我們廢物利用了一下祝聖都主教地圖模式,現在這個模式可以看到特殊的狀態效果,例如帕夏或修會:

讓我們繼續討論模組製作者的補充。最常見的問題之一是關於政府機制的可修改性。幸運的是,程式設計師已經建立了一個非常方便修改的 readme.txt 檔案,其中詳細介紹了政府機制的可修改性:(注:B站專欄的程式碼塊功能裡沒有P社自己那套語言,此處用C++程式碼塊只是為了版面整潔)

#<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.

然後你可以像這樣在改革中分配政府機制:

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 } }

以下是一些政府機制示例:

例1:部落聯盟機制

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 } } } }

例2:馬穆魯克機制

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 } } } } } }

例3:伊克塔機制

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 } } } } } }

但這還不是全部!以下是我作為內容設計師在 1.35 中新增的一些個人亮點:

控制檯指令 Guibounds,允許您除錯 UI:

Change_country_color = { country = <country scope> / color = { r g b } } 如果使用前一個引數,則國家將採用指定國家範圍的顏色。如果使用後者,則將使用定義的顏色。當然,也有個重置國家顏色的指令 restore_country_color = yes

決議(和議案)可以換個顏色。以下是階層特權啟用的決議(見EU IV - 開發日誌 2023 年 3 月 7 日 - 幾大坨藍最後幾段)示例:

一些新的當......時(on_actions)程式碼比如 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

一些新的靜態修正(static modifiers)程式碼比如 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

用於聖旨、熱情焦點、金璽詔書、個人神祇與貿易政策的潛在需求(Potentials,如果不滿足則隱藏此物件的條件,主要用於決議)和觸發(trigger,主要用於事件)/接受(allowed,與此物件互動所需的條件,主要用於決議)

陣亡/損失的士兵數量現在自動匯出到變數“land_units_killed”、“land_units_lost”、“naval_units_killed”和“naval_units_lost”。注:它們不會一起計入您在整場戰爭中殺死的單位總數的變數。每場戰鬥都會重置變數。

為以下機制新增了“effect”和“removed_effect”:

底萬機制(所以如果你同化一個文化組,effect就會觸發,如果你失去同化加成,removed_effect 就會觸發)

海軍學說

個人神祇

政策

聖旨

議案現在有以下引數:

backing_percentage = <int> #決定有多少議席將支援該問題。backing_percentage = 100 表示所有議席都會支援它,backing_percentage = 0 表示沒有議席支援它。如果未定義,則遊戲使用 Defines 中的 PARLIAMENT_BACKING_PERCENTAGE

effect_duration = <int> #決定通過議案辯論的效果持續多長時間,以及在通過議案後可以辯論下一個議案之前的時間量。如果未定義,則遊戲使用 Defines 中的 PARLIAMENT_EFFECT_DURATION。

debate_duration = <int> #決定議案辯論在進入可以隨機終止的階段之前將持續多長時間。如果未定義,則遊戲使用 Defines 中的 PARLIAMENT_DEBATE_DURATION。

chance_of_decision = <float> #決定辯論在debate_duration / PARLIAMENT_DEBATE_DURATION之後結束的機率。預設為 PARLIAMENT_CHANCE_OF_DECISION

賄賂現在有 chance = {} 定義賄賂出現的可能性的引數

僱傭兵的新屬性:

counts_towards_force_limit = no(具有此特性的傭兵團不會佔用任何兵力上限)

max_size = <int> #限制這個傭兵團的規模。如果傭兵團的規模大於設定的最大規模,那麼每個額外的“應該擴大”的部隊都將被轉移到傭兵團的人力庫中。如果未設定或如果為“-1”,則它是預設設定。

min_size = <int> #限制這個傭兵團的最小規模。因此,如果您僱用一支傭兵團,它總是至少擁有 min_size 要求的部隊數。如果它大於“max_size”,那麼它應該在錯誤日誌中產生錯誤並被禁用。如果未設定或如果為“-1”,則它是預設設定。

no_additional_manpower_from_max_size = yes #這表明它不允許每個超過“max_size”的額外的“應該擴大”的部隊被轉移到傭兵團的人力庫中。“no”是預設值。

manpower_pool = <double> #定義傭兵團的人力池有多大。僱傭兵人力修正以此為基礎進行計算。預設情況下,它是 -1,這意味著它只是按照正常情況計算傭兵團可用人力。

所以在指令碼中,傭兵團可能看起來像這樣:

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 }

這個“local_free_company”至少有 4k 部隊,最多不能超過 12k 部隊。由於設定了“no_additional_manpower_from_max_size = yes”,因此每個額外的“應該擴大”的部隊都將消失。它也有一個恰好 50k 的人力池,因為定義了“manpower_pool = 50”。

最後但同樣重要的是:新的修正。這是遊戲中所有修正完整列表。不過請注意:單位、省份和國家修正都放在同一個地方。該列表首先作為資訊來源,首先表明某個修正是存在的。

#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 #}

您可以在遊戲檔案中找到名為“02_test_modifiers.txt”的檔案。它被註釋掉了,所以它對正常遊戲完全沒有影響。

這就是本週的內容!下週@SaintDaveUK將談論君臨 DLC 的藝術內容(美工、音樂、模型之類的)。在那之前,祝大家度過愉快的一週!

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