欧陆风云4君主能力加成mod及好玩的触发修正

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欧陆风云4君主能力加成mod及好玩的触发修正

2023-09-15 03:51| 来源: 网络整理| 查看: 265

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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