欧陆风云4君主能力加成mod及好玩的触发修正 |
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要想更加还原圣君的历史 光点数来衡量是远远不够的 这里我特意写了一个mod来加强君主能力 这个在common中的triggered_modifiers 你要自建mod文件 把下面复制到任意一个txt文件中就行 https://www.bilibili.com/read/cv6346766 这里也体现了君主能力加成 超过5军事点就能快速占地 # Triggered modifiers are here. # these are checked for each countries once/month and then applied. # # Effects are fully scriptable here. ###################################### # Ruler Ability Modifer ###################################### ADM_LV1 = { potential = { ADM = 0 NOT = { ADM = 1 } } trigger = { NOT = { government = republic } } global_tax_modifier = -0.3 production_efficiency = -0.3 global_unrest = 3 stability_cost_modifier = 0.3 global_autonomy = 0.2 yearly_corruption = 0.3 adm_tech_cost_modifier = 0.2 } ADM_LV2 = { potential = { ADM = 1 NOT = { ADM = 2 } } trigger = { NOT = { government = republic } } global_tax_modifier = -0.20 production_efficiency = -0.20 global_unrest = 2 stability_cost_modifier = 0.20 global_autonomy = 0.10 yearly_corruption = 0.2 } ADM_LV3 = { potential = { ADM = 2 NOT = { ADM = 3 } } trigger = { NOT = { government = republic } } global_tax_modifier = -0.1 production_efficiency = -0.1 global_unrest = 1 stability_cost_modifier = 0.1 global_autonomy = 0.05 yearly_corruption = 0.1 } ADM_LV4 = { potential = { ADM = 4 NOT = { ADM = 5 } } trigger = { NOT = { government = republic } } global_tax_modifier = 0.1 production_efficiency = 0.1 global_unrest = -1 stability_cost_modifier = -0.1 global_autonomy = -0.1 yearly_corruption = -0.1 } ADM_LV5 = { potential = { ADM = 5 NOT = { ADM = 6 } } trigger = { NOT = { government = republic } } global_tax_modifier = 0.2 production_efficiency = 0.2 global_unrest = -2 stability_cost_modifier = -0.2 global_autonomy = -0.15 yearly_corruption = -0.15 } ADM_LV6 = { potential = { ADM = 6 NOT = { ADM = 9 } } trigger = { NOT = { government = republic } } global_tax_modifier = 0.3 production_efficiency = 0.3 global_unrest = -3 stability_cost_modifier = -0.3 global_autonomy = -0.15 yearly_corruption = -0.2 adm_tech_cost_modifier = -0.1 } DIP_LV1 = { potential = { DIP = 0 NOT = { DIP = 1 } } trigger = { NOT = { government = republic } } diplomatic_reputation = -3 improve_relation_modifier = -0.3 trade_efficiency = -0.3 global_trade_power = -0.3 naval_morale = -0.3 global_ship_cost = 0.3 dip_tech_cost_modifier = 0.1 yearly_corruption = 0.15 } DIP_LV2 = { potential = { DIP = 1 NOT = { DIP = 2 } } trigger = { NOT = { government = republic } } diplomatic_reputation = -2 improve_relation_modifier = -0.2 trade_efficiency = -0.20 global_trade_power = -0.20 naval_morale = -0.20 global_ship_cost = 0.20 yearly_corruption = 0.1 } DIP_LV3 = { potential = { DIP = 2 NOT = { DIP = 3 } } trigger = { NOT = { government = republic } } diplomatic_reputation = -1 improve_relation_modifier = -0.1 trade_efficiency = -0.1 global_trade_power = -0.1 naval_morale = -0.1 global_ship_cost = 0.1 yearly_corruption = 0.05 } DIP_LV4 = { potential = { DIP = 4 NOT = { DIP = 5 } } trigger = { NOT = { government = republic } } diplomatic_reputation = 1 improve_relation_modifier = 0.1 trade_efficiency = 0.1 global_trade_power = 0.1 naval_morale = 0.1 global_ship_cost = -0.1 yearly_corruption = -0.05 } DIP_LV5 = { potential = { DIP = 5 NOT = { DIP = 6 } } trigger = { NOT = { government = republic } } diplomatic_reputation = 2 improve_relation_modifier = 0.2 trade_efficiency = 0.2 global_trade_power = 0.2 naval_morale = 0.2 global_ship_cost = -0.2 yearly_corruption = -0.05 } DIP_LV6 = { potential = { DIP = 6 NOT = { DIP = 9 } } trigger = { NOT = { government = republic } } diplomatic_reputation = 3 improve_relation_modifier = 0.3 trade_efficiency = 0.3 global_trade_power = 0.3 naval_morale = 0.3 global_ship_cost = -0.3 dip_tech_cost_modifier = -0.1 yearly_corruption = -0.1 } MIL_LV1 = { potential = { MIL = 0 NOT = { MIL = 1 } } trigger = { NOT = { government = republic } } land_morale = -0.2 discipline = -0.1 fire_damage = -0.2 shock_damage = -0.2 fire_damage_received = 0.2 shock_damage_received = 0.2 mil_tech_cost_modifier = 0.1 yearly_corruption = 0.15 } MIL_LV2 = { potential = { MIL = 1 NOT = { MIL = 2 } } trigger = { NOT = { government = republic } } land_morale = -0.15 discipline = -0.05 fire_damage = -0.15 shock_damage = -0.15 fire_damage_received = 0.15 shock_damage_received = 0.15 yearly_corruption = 0.1 } MIL_LV3 = { potential = { MIL = 2 NOT = { MIL = 3 } } trigger = { NOT = { government = republic } } land_morale = -0.1 discipline = -0.025 fire_damage = -0.1 shock_damage = -0.1 fire_damage_received = 0.1 shock_damage_received = 0.1 yearly_corruption = 0.05 } MIL_LV4 = { potential = { MIL = 4 NOT = { MIL = 5 } } trigger = { NOT = { government = republic } } land_morale = 0.05 discipline = 0.025 fire_damage = 0.05 shock_damage = 0.05 fire_damage_received = -0.05 shock_damage_received = -0.05 yearly_corruption = -0.05 } MIL_LV5 = { potential = { MIL = 5 NOT = { MIL = 6 } } trigger = { NOT = { government = republic } } land_morale = 0.10 discipline = 0.05 fire_damage = 0.1 shock_damage = 0.1 fire_damage_received = -0.1 shock_damage_received = -0.1 yearly_corruption = -0.05 } MIL_LV6 = { potential = { MIL = 6 NOT = { MIL = 7 } } trigger = { NOT = { government = republic } } land_morale = 0.15 discipline = 0.1 fire_damage = 0.15 shock_damage = 0.15 fire_damage_received = -0.15 shock_damage_received = -0.15 mil_tech_cost_modifier = -0.1 yearly_corruption = -0.1 } 好了就这些 君主能力以3为界限 低于三为负面修正 高于反之 还记的科普特圣城吗 不用改宗教文件 改一下triggered_modifiers 就行 很简单 这里我举个例子 ###################################### # celestial_empire ###################################### celestial_empire = { potential = { has_reform = celestial_empire } trigger = { owns_or_vassal_of = 1050 owns_or_vassal_of = 2120 owns_or_vassal_of = 2116 owns_or_vassal_of = 1816 owns_or_vassal_of = 1821 owns_or_vassal_of = 667 owns_or_vassal_of = 677 owns_or_vassal_of = 730 } imperial_mandate = 0.2 global_unrest = -2.5 global_trade_power = 0.5 infantry_power = 0.20 artillery_power = 0.20 } 上面的意思是 只要拥有 1050 2120 1816 等代码城市(在history的province找) 就会获得 imperial_mandate = 0.2 global_unrest = -2.5 global_trade_power = 0.5 infantry_power = 0.20 artillery_power = 0.20 这些修正
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