Defines 是引擎使用的数值变量,允许调整脚本中未开放的行为(如外交行动、继承法等)。
定义是静态且全局的:它们适用于整个游戏,不能动态更改。
Vanilla values are configured in the file common/defines.lua该系统包含超过1000个变量,影响游戏的多个领域。
As of patch 2.4更改值时不再需要包含整个文件的副本。
相反,你可以把修改后的值放在自定义的.lua文件里 Documents\Paradox Interactive\Crusader Kings II\mod\[mod name]\common\defines\ folder, with the following format:
NDefines.NDiplomacy.PRESTIGE_LOSS_ON_SEND_GIFT_DECLINE = 50
Additional changed values go on separate lines, with no commas at the end of lines:
NDefines.NMilitary.ARCHERS_PHASE_SKIRMISH_ATTACK = 5 NDefines.NMilitary.ARCHERS_PHASE_SKIRMISH_DEFENSE = 3
以下是定义列表,按功能分组,并以定义的数值单位为单位。
| Key | Unit | Description |
|---|---|---|
| NDefines.NCharacter.AGE_YOUNG = 20 | Age | 低于此年龄的非儿童角色会应用“青少年”静态修正。 |
| NDefines.NCharacter.AGE_ADULT = 30 | Age | 低于此年龄的非儿童角色会应用“年轻”静态修正。 |
| NDefines.NCharacter.AGE_OLD = 50 | Age | 低于此年龄的非儿童角色会应用“成人”静态修正。 |
| NDefines.NCharacter.AGE_VERY_OLD = 70 | Age | 低于此年龄的非儿童角色会应用“旧”静态修饰符。 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NCharacter.MAX_CHILD_BIRTH_AGE = 45 | Female menopause age. | |
| NDefines.NCharacter.CHILD_BIRTH_TO_PREGNANCY_WAIT = 3 | Months | 从出生到女性再次怀孕之间可能需要几个月。 |
| NDefines.NCharacter.BASE_NR_OF_CHILDREN_PER_COUPLE = 2 | ||
| NDefines.NCharacter.EXTRA_NR_OF_CHILDREN_FOR_PLAYERS = 2 | ||
| NDefines.NCharacter.COURT_SIZE_CHILD_PENALTY_THRESHOLD = 30 | ||
| NDefines.NCharacter.FERTILITY_BASE_MULT = 0.50 | 基础生育率乘数用于调整受孕的基础概率 | |
| NDefines.NCharacter.SECONDARY_SPOUSE_FERTILITY_MULT = 0.50 | Applied to fertility of secondary spouses and concubines | |
| NDefines.NCharacter.NOT_SPOUSE_FERTILITY_MULT = 0.50 | Applied to fertility when two lovers are not married | |
| NDefines.NCharacter.MARRIED_LOVERS_FERTILITY_MULT = 1.5 | Applied to fertility when lovers are married | |
| NDefines.NCharacter.PRESTIGE_FROM_DYNASTY_ON_BIRTH_DIV = 5 | 新生角色会获得父母的王朝声望,并以此分割为起始声望。 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NCharacter.NEED_GUARDIAN_AT_AGE = 6 | Age | 儿童应在何时被指定导师/监护人。 |
| NDefines.NCharacter.MAX_WARDS_PER_GUARDIAN = 2 | Int | Self Explanatory. |
| NDefines.NCharacter.CHILDHOOD_FOCUS_ALERT_AGE = 6 | Age | 对于这个年龄段的孩子,儿童焦点警报会显示 |
| NDefines.NCharacter.AGE_CHILDHOOD_PULSE = 6 | Age | The childhood pulse events start from this age |
| NDefines.NCharacter.AGE_ADOLESCENT = 12 | Children are considered to be adolescent from this age. | |
| NDefines.NCharacter.CHILDHOOD_AUTO_EDUCATION_FOCUS_AGE = 15 | Age | Children automatically get education focus at this age. |
| NDefines.NCharacter.BASE_MAX_ATTRIBUTE = 10 | 成长过程中能获得的最大属性值 | |
| NDefines.NCharacter.CONCLAVE_CHILDHOOD_ATTRIBUTE_INCREASE_CHANCE = 20 | The chance of increasing an attribute during childhood | |
| NDefines.NCharacter.CONCLAVE_ADOLESCENCE_ATTRIBUTE_INCREASE_CHANCE = 25 | The chance of increasing an attribute during adolescence | |
| NDefines.NCharacter.CONCLAVE_UNKNOWN_PARENT_DEFAULT_STAT = 5 | 如果孩子在游戏中没有以角色形式表示父母,这个属性值会用于获得属性提升 | |
| NDefines.NCharacter.CONCLAVE_INHERITED_ATTRIBUTE_INCREASE_CHANCE = 1.0 | 父母的基础属性会影响子女属性的提升幅度 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NCharacter.AGE_OF_ADULTHOOD_MALE = 16 | Age | Male can rule at this age. |
| NDefines.NCharacter.AGE_OF_ADULTHOOD_FEMALE = 16 | Age | Female can rule at this age. |
| Key | Unit | Description |
|---|---|---|
| NDefines.NCharacter.MAX_GENERATED_TRAITS_FOR_HISTORICAL | 为成年历史角色生成随机特质。 | |
| NDefines.NCharacter.INBRED_TRAIT_CHANCE_FACTOR | Inbreeding: Multiplier to the base chance. | |
| NDefines.NCharacter.LUNATIC_TRAIT_CHANCE_FACTOR | Inbreeding: Multiplier to the base chance | |
| NDefines.NCharacter.INBRED_DIVINE_BLOOD_TRAIT_CHANCE_FACTOR | Inbreeding: Multiplier to the base chance | |
| NDefines.NCharacter.LUNATIC_DIVINE_BLOOD_TRAIT_CHANCE_FACTOR | Inbreeding: Multiplier to the base chance | |
| NDefines.NCharacter.MALE_ATTRACTION_CUTOFF = 65 | Age | 过了这个年龄,性感特征的吸引力就不再有任何影响 |
| NDefines.NCharacter.FEMALE_ATTRACTION_CUTOFF = 45 | Age | 过了这个年龄,性感特征的吸引力就不再有任何影响 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.OBJECTIVE_DISCARD_WEIGHT_THRESHOLD = 0.05 | AI不会选择低于此评估权重的野心或阴谋 | |
| NDefines.NCharacter.CHANGE_AMBITION_YEARS = 3 | Years | Delay between being able to pick a new ambition. |
| NDefines.NCharacter.CHANGE_FOCUS_YEARS = 5 | Years | Delay between being able to change focus. |
| Key | Unit | Description |
|---|---|---|
| NDefines.NCharacter.BETROTHAL_MIN_AGE = 12 | Age | AI不会为该年龄以下的儿童安排婚事 |
| NDefines.NCharacter.AGE_OF_MARRIAGE_MALE = 16 | Age | Male allowed to marry at this age. |
| NDefines.NCharacter.AGE_OF_MARRIAGE_FEMALE = 16 | Age | Female allowed to marry at this age. |
| NDefines.NCharacter.MAX_AGE_BEFORE_BETROTHAL_BREAKS = 20 | Age | |
| NDefines.NCharacter.PRESTIGE_FROM_DYNASTY_ON_MARRIAGE_DIV = 10 | 角色们通过婚姻获得了配偶分割的王朝声望。 | |
| NDefines.NCharacter.MARRIAGE_TIER_DIFF_PRESTIGE_MULT = 100 | Prestige multiplier from marrying below or above your rank. | |
| NDefines.NCharacter.CONSORT_TIER_PRESTIGE_MULT = 25 | Prestige multiplier for rank of consort. | |
| NDefines.NCharacter.MUSLIM_NUM_WIVES_MONTHLY_PRESTIGE_BONUS = 0.4 | The prestige effect from each extra expected wife. | |
| NDefines.NCharacter.MUSLIM_NUM_WIVES_MONTHLY_PRESTIGE_PENALTY = 1.0 | The prestige effect from each lacking expected wife. | |
| NDefines.NCharacter.PAGAN_NUM_CONSORTS_MONTHLY_PRESTIGE = 0.2 | 每个年轻妃嫔每月对异教徒的威望效应。 | |
| NDefines.NDiplomacy.DOWRY_MULTIPLIER = 1.0 | 这一价值与贵族因婚姻获得的声望相乘,以确定嫁给封建人物所需支付的嫁妆。 | |
| NDefines.NAI.MARRIAGE_AI_PRESTIGE_VALUE = 0.33 | 这也反映了AI在安排婚姻和评估婚姻提议时对声望的高度重视 | |
| NDefines.NAI.MARRIAGE_THREATENING_FOR_THEM_MODIFIER = 5 | AI会在多大程度上关注与他们CB且实力远强的领地的婚姻 | |
| NDefines.NAI.DESIRED_CONSORTS = 0 | 如果没有儿子,AI总会想要至少这么多妾室 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NCharacter.INFANT_DEATH_CHANCE = 0.0 | Chance of stillbirth / death at birth | |
| NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_0 = 5 | Per mille | 每个年龄段(0-9岁、10-19岁、......100+岁)每十年自然死亡数(1万人中) |
| NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_10 = 1 | ||
| NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_20 = 15 | ||
| NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_30 = 20 | ||
| NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_40 = 51 | ||
| NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_50 = 100 | ||
| NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_60 = 400 | ||
| NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_70 = 1400 | ||
| NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_80 = 3500 | ||
| NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_90 = 7000 | ||
| NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_100 = 9000 | ||
| NDefines.NCharacter.TREASURY_CHANCE_TO_DISAPPEAR_STANDARD = 0.05 | Chances that artifacts disappear on inheritance | |
| NDefines.NCharacter.TREASURY_CHANCE_TO_DISAPPEAR_NO_HEIR = 0.5 | 当垂死角色没有继承人时,神器在继承时消失的可能性 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.PRESTIGE_OPINION_DIV = 200 | Number | 声望除以这个数字决定了对封建人心的加成。如果是负面意见,意见变化会乘以五倍。 |
| NDefines.NDiplomacy.PRESTIGE_OPINION_MAX = 10 | Number | 这是声望带来的观点得失的最大程度。 |
| NDefines.NDiplomacy.PIETY_OPINION_DIV = 50 | Number | 虔诚度除以此数决定神职人员的好感度加成。如果是负面意见,意见变化会乘以五倍。 |
| NDefines.NDiplomacy.PIETY_OPINION_MAX = 10 | Number | 这是虔诚带来的最高意见得失。 |
| NDefines.NDiplomacy.JAIN_LIEGE_OPINION_BONUS = 15 | Number | Jain Lieges Get Vassal Opinion Bonus |
| NDefines.NDiplomacy.REALM_DIPLOMACY_OPINION_MUL_FACTOR = 0.25 | Number | Realm diplomacy factor affecting opinion value |
| Key | Unit | Description |
|---|---|---|
| NDefines.NTitle.ALLOW_DE_JURE_ASSIMILATION_ANYWHERE = 1 | Bool | 如果设置为0,只会同化包含同化王国首都或边界的公国头衔de jure该头衔的现有土地 |
| NDefines.NTitle.DE_JURE_ASSIMILATION_YEARS = 100 | Years | de facto由其他王国控制的公国会在多年后变de jure领主 |
| NDefines.NTitle.EMPIRE_DE_JURE_ASSIMILATION_YEARS = 100 | Years | 在de facto统治下的王国会在多年后变de jure封君 |
| NDefines.NTitle.GAME_RULES_DEJURE_LONG = 300 | Years | |
| NDefines.NTitle.GAME_RULES_DEJURE_LONG_EMPIRE = 300 | Years | |
| NDefines.NTitle.GAME_RULES_DEJURE_SHORT = 50 | Years | |
| NDefines.NTitle.GAME_RULES_DEJURE_SHORT_EMPIRE = 50 | Years | |
| NDefines.NTitle.GAME_RULES_DEJURE_SHORTEST = 10 | Years | |
| NDefines.NTitle.GAME_RULES_DEJURE_SHORTEST_EMPIRE = 10 | Years |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.DEMESNE_BASE_MAX_SIZE = 1.0 | This is the base demesne limit. | |
| NDefines.NDiplomacy.DEMESNE_MAX_SIZE_BARON_MULT = 1.0 | Extra Max Demesne Size from the ruler's rank | |
| NDefines.NDiplomacy.DEMESNE_MAX_SIZE_COUNT_MULT = 1.0 | ||
| NDefines.NDiplomacy.DEMESNE_MAX_SIZE_DUKE_MULT = 1.0 | ||
| NDefines.NDiplomacy.DEMESNE_MAX_SIZE_KING_MULT = 3.0 | ||
| NDefines.NDiplomacy.DEMESNE_MAX_SIZE_EMPEROR_MUL = 4.0 | ||
| NDefines.NDiplomacy.DEMESNE_MAX_SIZE_GREAT_DUKE_BONUS = 1.0 | 拥有多个公国的公爵会获得这个附加值到他们的领地上限。 | |
| NDefines.NDiplomacy.DEMESNE_MAX_SIZE_STEWARDSHIP_MULT = 0.15 | 角色的管辖权加上配偶一半的管养权,乘以该值,加到其领地上限 | |
| NDefines.NDiplomacy.DEMESNE_MAX_SIZE_PATRICIAN = 1.0 | 贵族可以为其领地边界增加这个价值。请注意,等级的倍率不会应用到贵族阶层。 | |
| NDefines.NDiplomacy.DEMESNE_MAX_SIZE_PATRICIAN_DOGE = 1.0 | 总督除了获得DEMESNE_MAX_SIZE_PATRICIAN外,还会对其领地边界增加这个价值。 | |
| NDefines.NDiplomacy.GAVELKIND_MAX_SIZE_BONUS = 0.30 | 带有法槌族的头衔会将该比例的领地限制(包括上述所有修正)加到领地上限上。 | |
| NDefines.NDiplomacy.DEMESNE_MAX_SIZE_JAIN_BONUS = 3 | Followers of the Jain religion have extra demesne |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.VASSAL_BASE_LIMIT = 1.0 | Base Vassal Limit | |
| NDefines.NDiplomacy.VASSAL_LIMIT_DUKE_MULT = 10.0 | Extra Vassal Limit from the ruler's rank | |
| NDefines.NDiplomacy.VASSAL_LIMIT_KING_MULT = 20.0 | Extra Vassal Limit from the ruler's rank | |
| NDefines.NDiplomacy.VASSAL_LIMIT_EMPEROR_MULT = 30.0 | Extra Vassal Limit from the ruler's rank | |
| NDefines.NDiplomacy.VASSAL_LIMIT_GREAT_DUKE_BONUS = 5.0 | 拥有多个公国的公爵的额外附庸限制 | |
| NDefines.NDiplomacy.VASSAL_LIMIT_DIPLOMACY_MULT = 0.3 | Extra Vassal Limit from ruler and spouse diplomacy | |
| NDefines.NDiplomacy.VASSAL_LIMIT_DECADENCE_MULTIPLIER = 0.25 | Negative modifier, multiplied with the current decadence. | |
| NDefines.NDiplomacy.VASSAL_LIMIT_LEVY_MULTIPLIER = 1 | 用于计算超出附庸上限的征税惩罚。 | |
| NDefines.NDiplomacy.VASSAL_LIMIT_LEVY_BASE = 4 | 用于计算超出附庸上限的征税惩罚。 | |
| NDefines.NDiplomacy.VASSAL_LIMIT_TAX_MULTIPLIER = 1 | 用于计算超额附庸的税收罚款。 | |
| NDefines.NDiplomacy.VASSAL_LIMIT_TAX_BASE = 4 | 用于计算超额附庸的税收罚款。 | |
| NDefines.NDiplomacy.VASSAL_LIMIT_COUNT_BARONS = 0 | 如果设为1,男爵级附庸也会计入附庸上限。 | |
| NDefines.NDiplomacy.CONCLAVE_VASSAL_LIMIT_DUKE_MULT = 8.0 | Extra Vassal Limit from the ruler's rank | |
| NDefines.NDiplomacy.CONCLAVE_VASSAL_LIMIT_KING_MULT = 15.0 | Extra Vassal Limit from the ruler's rank | |
| NDefines.NDiplomacy.CONCLAVE_VASSAL_LIMIT_EMPEROR_MULT = 20.0 | Extra Vassal Limit from the ruler's rank | |
| NDefines.NDiplomacy.CONCLAVE_VASSAL_LIMIT_GREAT_DUKE_BONUS = 3.0 | 拥有多个公国的公爵的额外附庸限制 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.SHORT_REIGN_YEARS_END = 9 | Years | 这个数值就是短暂统治惩罚的默认长度。罚款会乘以剩余年限。 |
| NDefines.NDiplomacy.LONG_REIGN_YEARS_START = 10 | 这个数值是指某人必须统治的年数,之后才会开始获得超过这个数值的长期统治加成,即每年1个意见。 | |
| NDefines.NDiplomacy.SHORT_REIGN_OPINION_MULT = 1.0 | 短暂统治剩余年数乘以该值,确定短暂统治惩罚。它可以被覆盖于 the religion files. | |
| NDefines.NDiplomacy.MAX_LONG_REIGN_BONUS = 100 | Opinion | 据我看,长期统治能带来的最大加成 |
| NDefines.NDiplomacy.LONG_REIGN_PENALTY = -2 | Penalty ticking down every year from long reign bonus | |
| NDefines.NDiplomacy.LONG_REIGN_PENALTY_START = 3 | What year penalty tick should start | |
| NDefines.NDiplomacy.SHORT_REIGN_OPINION_MULT = 1.0 | Opinion penalty multiplier to short reign years | |
| NDefines.NDiplomacy.LONG_REIGN_OPINION_MULT = 0.5 | Opinion penalty boost to long reign years |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.DUKE_POWERFUL_VASSAL_COUNT = 4 | 最强大的附庸将期望获得议会席位 | |
| NDefines.NDiplomacy.KING_POWERFUL_VASSAL_COUNT = 5 | 最强大的附庸将期望获得议会席位 | |
| NDefines.NDiplomacy.EMPEROR_POWERFUL_VASSAL_COUNT = 6 | 最强大的附庸将期望获得议会席位 | |
| NDefines.NCouncil.MONTHS_OF_DISCONTENT_COUNCIL = 24 | Months | How long a council is discontent after succession. |
| NDefines.NCouncil.CHANGE_POSITION_COOLDOWN = 12 | Months | |
| NDefines.NCouncil.COUNCIL_REJECTED_LAW_TIMEOUT = 10 | Years | 一项法律的时效是市议会否决法律变更时的几年。 |
| NDefines.NCouncil.COUNCIL_REJECTED_CROWN_LAW_TIMEOUT = 5 | Years | 王室法律的时效期是多少年,当议会否决该法律变更时? |
| NDefines.NCouncil.LAW_VOTE_CHANGE_TIME_LIMIT = 1 | 被弃权的议员必须在投票时间限制下投票,否则其投票自动变为反对票。 | |
| NDefines.NCouncil.ENFORCE_PEACE_LENGTH = 60 | Months | How many months Enforce Peace is active for. |
| NDefines.NCouncil.ENFORCE_PEACE_START_DELAY = 3 | Months | 执行和平行动需要几个月时间。 |
| NDefines.NCouncil.ENFORCE_PEACE_BLOCK_LENGTH = 24 | Months | 当附庸使用互动时,强制和平被阻挡了多少个月? |
| NDefines.NCouncil.ENFORCE_PEACE_COOLDOWN = 60 | Months | 领主还要等多少个月才能再次使用强制和平。 |
| NDefines.NCouncil.NO_VOTING_PIETY_OVERRIDE = 1 | Bool | 旗帜禁止在Conclave允许那些基于虔诚无Conclave修改法律的团体投票时进行。 |
| NDefines.NCouncil.NO_VOTING_PRESTIGE_OVERRIDE = 1 | Bool | 旗帜禁止在Conclave允许基于声望无Conclave修改法律的团体投票时进行。 |
| NDefines.NCouncil.REGENCY_VOTING = "(...)" | List<interactions> | 在摄政区,议会对这些问题进行投票。例如:“法律declare_war_interaction revoke_title_interaction imprison_character_interaction grant_landed_title_interaction exile_imprisoned_interaction execute_imprisoned_interaction” |
| NDefines.NCouncil.COUNCIL_REJECTION_ALL_LAWS_TIMEOUT = 1 | Years | 当议会拒绝法律变更时,进行法律变更(任何法律)的时效限制是多少年? |
| NDefines.NCouncil.COUNCIL_REJECTION_ALL_CROWN_LAWS_TIMEOUT = 1 | Years | 当议会拒绝法律变更时,进行法律变更(任何法律)的时效限制是多少年? |
| NDefines.NCharacter.ASSIGN_ACTION_DAYS | Days | 在议员被分配到县的新职位前几天。不要设为0。 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NTitle.MAX_CROWN_LAW_CHANGES = 1 | Number | |
| NDefines.NTitle.CROWN_LAW_CHANGE_MONTHS = 600 | Months | |
| NDefines.NTitle.CROWN_LAW_CHANGE_TIMER = 1 | Bool | 如果设置为0,统治者将被限制为MAX_CROWN_LAW_CHANGES。如果设置为1,它们会有CROWN_LAW_CHANGE_MONTHS冷却时间 |
| NDefines.NDiplomacy.LAW_CHANGE_PIETY_COST = 50 | 穆斯林必须拥有并支付这笔虔诚,才能改变领地法律。 | |
| NDefines.NDiplomacy.CROWN_LAW_CHANGE_PIETY_COST = 100 | 穆斯林必须拥有并支付这笔虔诚度,才能改变王室法律。 | |
| NDefines.NDiplomacy.LAW_CHANGE_PIETY_COST_ABSOLUTISM = 100 | 在更改普通领地法律且无议会时,伊克塔政府的虔诚度成本 | |
| NDefines.NDiplomacy.CROWN_LAW_CHANGE_PIETY_COST_ABSOLUTISM = 100 | 伊克塔政府在无议会的情况下更改王室法律时的虔诚代价 | |
| NDefines.NDiplomacy.LAW_CHANGE_PRESTIGE_COST = 100 | 在修改正常领地法律时,游牧政府的声望消耗 | |
| NDefines.NDiplomacy.CROWN_LAW_CHANGE_PRESTIGE_COST = 200 | Prestige cost for Nomadic government when changing Crown laws | |
| NDefines.NDiplomacy.LAW_CHANGE_PRESTIGE_COST_ABSOLUTISM = 100 | 在无议会的情况下更改普通领地法律时,游牧政府的声望消耗 | |
| NDefines.NDiplomacy.CROWN_LAW_CHANGE_PRESTIGE_COST_ABSOLUTISM = 100 | 在无议会的情况下更改王冠法律时,游牧政府的声望代价 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NCharacter.CHANGE_SUCC_LAW_YEARS = 10 | Years | 统治者必须统治这么久,才能改变继承法。 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NReligion.PAPAL_SUCCESSION_PASS_ON_HOLDINGS = 1 | Bool | Set to zero if holdings shouldn't be passed on |
| NDefines.NReligion.PAPAL_SUCCESSION_LOSE_MINOR_TITLES = 1 | Bool | 如果次要宗教头衔应丢失,则将该为零 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NEconomy.DOGE_SUCC_RANDOM_FACTOR = 500 | The random Respect factor on actual Doge succession | |
| NDefines.NEconomy.PATRICIAN_CAMPAIGN_FUND_FACTOR = 5 | 竞选基金资金对总督选举的影响(资金*因素) | |
| NDefines.NEconomy.PATRICIAN_PRESTIGE_RESPECT_FACTOR = 2 | 声望对总督选举尊重值的影响(声望*因子) | |
| NDefines.NEconomy.PATRICIAN_AGE_RESPECT_FACTOR = 1 | 年龄对总督选举尊重值的影响(年龄 * 年龄 * 因子) |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.MAX_ELECTOR_TITLES_LEGALLY_HELD | Number | 如果一个主君在选举领地中拥有超过这个数量的选帝侯头衔,封臣们会开始愤怒。 |
| NDefines.NDiplomacy.TITULAR_TITLES_COUNT_TOWARDS_DUCHY_LIMIT | Bool | 如果设为1,则名义公爵头衔(没有法定土地的公国头衔)将计入持有的最高公国头衔,否则封臣会感到不满。 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.WOMEN_INHERIT_PRESSED_CLAIMS = 1 | Bool | 如果将此值设为1,女性将继承对父母头衔的强制继承权。 |
| NDefines.NDiplomacy.BASTARDS_INHERIT_PRESSED_CLAIMS = 1 | Bool | 如果这个数值设为1,私生子将继承父母的爵位的强制继承权。 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NCharacter.MAX_LED_FACTIONS = 2 | Number | Maximum number of led Factions |
| NDefines.NCharacter.MAX_JOINED_FACTIONS = 2 | Number | 角色可以加入的最大阵营数量(包括领导阵营) |
| NDefines.NCharacter.NON_AGGRESSION_PACT_BLOCKS_FACTIONS = 1 | Bool | 如果设置为1,那么与其领主签订非侵略条约的附庸派系将被封锁。 |
| NDefines.NAI.FACTION_EXPIRATION_MONTHS = 12 | Months | How long AI will cling onto weak factions |
| NDefines.NAI.FACTION_EXPIRATION_MONTHS_RANDOMNESS = 5 | Months | AI会多长时间依赖弱势派系,是随机性 |
| NDefines.NAI.FACTION_EXPIRATION_SIZE_LIEGE = 0.5 | 一个派系要比领主小多少才算弱 | |
| NDefines.NAI.FACTION_EXPIRATION_SIZE_OTHER_FACTION = 0.5 | 一个派系要比最强派系小多少,才算是弱 | |
| NDefines.NAI.FACTION_EXPIRED_MONTHS = 24 | Months | AI在派系过期后会避开多久 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.BASE_REVOLT_CHANCE_MOD = 250 | 旧神之前的叛乱生成概率修正值(on_rebel_revolt点火):越低,叛乱越少。不能是零。 | |
| NDefines.NDiplomacy.TOG_REVOLT_CHANCE_MOD = 100 | 旧神叛乱生成概率修正(火力on_rebel_revolt):越低越少叛乱。不能是零。 | |
| NDefines.NMilitary.REVOLTRISK_REDUCTION_PER_YEAR = 1 | Revolt-risk reduction from temporary sources. | |
| NDefines.NDiplomacy.CROWN_LAW_REVOLTRISK_INCREMENT = 10 | 王室当局将以此数值增加叛乱风险。注意,这大概是硬编码到“集中化”法律组的。 | |
| NDefines.NDiplomacy.GAME_RULE_PROVINCIAL_REVOLT_RARE_DIVIDER = 2.0 | 分隔器用于降低使用“省级叛乱:稀有”规则时发生叛乱的风险 | |
| NDefines.NAI.REVOLT_AGGRESSION_FACTOR = 0.75 | General aggressiveness for revolts against the liege | |
| NDefines.NAI.REVOLT_DISTANCE_FACTOR = 1.0 | 乘数是与资本距离对独立意志叛乱者影响的因素 | |
| NDefines.NAI.REVOLT_OTHER_INDEP_RISK = 10 | 每一次持续的独立起义都会增加所有独立志向叛乱者的叛乱风险 | |
| NDefines.NAI.REVOLT_OTHER_INDEP_RISK_CAP = 50 | Cap to the total risk from the above |
| Key | Unit | Description |
|---|---|---|
| NDefines.NCharacter.WRONG_GOV_FORM_TAX_MOD = -0.75 | ||
| NDefines.NCharacter.WRONG_GOV_FORM_LEVY_MOD = -0.75 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NCharacter.MERCHANT_REPUBLIC_MAX_PATRICIANS = 5 | Number | 游戏中会保持活跃的商人共和国贵族家族数量。 |
| NDefines.NEconomy.MERCHANT_REPUBLIC_SALARY_MULT = 3 | Councillor salaries in Merchant Republics are multiplied by this | |
| NDefines.NEconomy.PATRICIAN_FAMILY_SHARES_HEAD = 50 | 每月贵族收入,贵族本人的股份数量 | |
| NDefines.NEconomy.PATRICIAN_FAMILY_SHARES_REST = 5 | 贵族月收入,成年男性王朝成员在贵族宫廷中的份额 | |
| NDefines.NEconomy.PATRICIAN_INHERITANCE_FROM_RELATIVE_MULT = 0.5 | 当贵族继承非贵族亲属的财富时,这个乘数决定了他实际获得的部分 | |
| NDefines.NEconomy.PATRICIAN_GOLD_TO_MONTHLY_PRESTIGE = 0.0005 | 贵族每月从国库获得的声望(CFixedPoint64,以支持如此少量的数字) | |
| NDefines.NEconomy.PATRICIAN_CITY_TAX_MULT = 0.5 | 贵族们不向他们的领主缴纳普通的城市税......(CFixedPoint64) |
| Key | Unit | Description |
|---|---|---|
| NDefines.NNomad.ALWAYS_GENERATE_NOMADS = 0 | Bool | 如果开启,即使游牧者不可玩(即 historical_nomad = true and without Horse Lords DLC)
|
| NDefines.NAI.NOMAD_KEEPS_BARON_TRIBAL_SETTLEMENTS = 1 | Bool | 如果设置为1,独立AI游牧民永远不会在拥有的省份中免费提供男爵部落定居点(他们会利用决策掠夺这些领地) |
| NDefines.NAI.NOMAD_BUILDS_TEMPLES = 0 | Bool | 如果设为1,AI游牧民会像其他政府一样建造神庙(如果设置为0,他们只会在没有神庙省份的圣地建造神庙) |
| Key | Unit | Description |
|---|---|---|
| NDefines.NCharacter.TRIBAL_EMPTY_HOLDING_LEVY_MULTIPLIER = 0.5 | ||
| NDefines.NCharacter.TRIBAL_EMPTY_HOLDING_GARRISON_MULTIPLIER = 0.5 | ||
| NDefines.NCharacter.TRIBAL_EMPTY_HOLDING_TAX_MULTIPLIER = 0.5 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NInfamy.REALM_SIZE_BASE_MODIFIER = 1 | ||
| NDefines.NInfamy.REALM_SIZE_GROWTH_MODIFIER = 0.125 | 你越大,越危险,这是国家扩张时的加成。 | |
| NDefines.NInfamy.REALM_SIZE_SHRINK_MODIFIER = 0.0 | 你越大,越危险,这是国家缩小时的修正。 | |
| NDefines.NInfamy.WAR_REALM_CHANGE_VALUE = 0.55 | 在战争中,领地增长/缩减的基础价值是多少。 | |
| NDefines.NInfamy.INDEPENDENCE_REALM_CHANGE_VALUE = 10.0 | 给附庸独立权时,领地增长/缩减的基础价值是多少。 | |
| NDefines.NInfamy.INHERITANCE_CHANGE_VALUE = 0.15 | 继承头衔时,领地增长/缩减的基础价值值是多少。 | |
| NDefines.NInfamy.VASSAL_CHANGE_VALUE = 0.3 | 继承头衔时,领地增长/缩减的基础价值值是多少。 | |
| NDefines.NInfamy.INFAMY_DECAY_BASE = 0.8 | How many percent that decay each month as base. | |
| NDefines.NInfamy.MIN_INFAMY_DECAY = 0.21 | The minimum infamy decay regardless of troop strength. | |
| NDefines.NInfamy.MAX_INFAMY_DECAY = 0.4 | The maximum infamy decay regardless of troop strength. | |
| NDefines.NInfamy.MILITARY_STRENGTH_DECAY_BASE = 600 | 军事力量值的除法,用于衰减值的对数部分。 | |
| NDefines.NInfamy.MAX_INFAMY_PER_WAR_PROVINCE = 15 | 一个通过战争夺取的省份最多只能带来这么大的威胁。 | |
| NDefines.NInfamy.MIN_INFAMY_PER_WAR_PROVINCE = 2 | 一个通过战争夺取的省份最多只能带来这么大的威胁。 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.DEFENSIVE_PACT_THREAT_LIMIT = 0.05 | 在一个领域内,作为防御条约有效目标所需的省份数量 | |
| NDefines.NDiplomacy.DEFENSIVE_PACT_SIZE_RATIO = 1.0 | Relative size requirement is this at 100% threat | |
| NDefines.NDiplomacy.DEFENSIVE_PACT_MAX_RANGE = 400 | 当威胁值达到100%时,角色可以加入对抗此距离目标的防御盟约 | |
| NDefines.NDiplomacy.DEFENSIVE_PACT_MAX_RANGE_SAME_GROUP = 300 | 当威胁值达到100%时,角色可以加入对抗此距离目标的防御盟约 | |
| NDefines.NDiplomacy.DEFENSIVE_PACT_THREAT_SIZE_START = 0.0 | Relative size requirement starts from this level of threat | |
| NDefines.NDiplomacy.DEFENSIVE_PACT_BASE_SIZE = 0.0 | This is the base size requirement at 0% threat | |
| NDefines.NDiplomacy.MAX_INFAMY_GAIN = 50 | 这是单一来源获得的最大声望 | |
| NDefines.NDiplomacy.EVERY_DEFENSIVE_PACT_JOIN_THREAT = 0.95 | 如果威胁如此之高,所有针对目标的防御盟约成员都会加入 | |
| NDefines.NDiplomacy.EVERY_DEFENSIVE_PACT_EXCEPT_HEADS_JOIN_THREAT = 0.75 | 如果威胁如此之高,所有针对目标的防御盟约成员都会加入,唯独只有在自己群体遭到攻击时才加入的宗教领袖除外 | |
| NDefines.NDiplomacy.OTHER_DEFENSIVE_PACT_JOIN_THREAT = 0.5 | 如果威胁如此之高,其他宗教团体在遭受攻击时会联合起来;如果威胁较低,每个防御盟约都会自行行动 | |
| NDefines.NDiplomacy.NON_AGGRESSION_PACT_REJECTED_COOLDOWN = 1 | 角色可以再次请求签订互不侵犯条约之前的几年 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NMilitary.ARMY_MOVEMENT_SPEED = 3 | Base movement speed of land units | |
| NDefines.NMilitary.NAVY_MOVEMENT_SPEED = 15 | Base movement speed of naval units | |
| NDefines.NMilitary.NUMBER_OF_TROOPS_PER_GALLEY = 100 | The number of men each galley can hold. | |
| NDefines.NMilitary.REINFORCE_RATE = 0.05 | 每年加固率(基于亚单位总规模)。 | |
| NDefines.NMilitary.GARRISON_REINFORCE_RATE_MULTIPLIER = 5 | 驻军增援速度与征召兵的比例 | |
| NDefines.NMilitary.LEVY_RAISED_REINFORCE_RATE_MULTIPLIER = 0.5 | 当征召兵员被征召时,驻军/征召兵员的增援速度 | |
| NDefines.NMilitary.LEVY_PERCENT_BEFORE_CAN_RAISE = 1.1 | 至少需要达到这百分的全征税率才能提高 | |
| NDefines.NMilitary.FRIENDLY_TERRITORY_LEVY_RETURN_PERCENT = 1.0 | Percent | 当分队在友军领土解散时,返回其持有兵力的百分比 |
| NDefines.NMilitary.OTHER_TERRITORY_LEVY_RETURN_PERCENT = 0.5 | Percent | 当该分队在非友好领土解散时,返回其驻地征召的分队百分比 |
| NDefines.NMilitary.RAISED_TROOPS_VASSAL_OPINION_DAYS = 61 | Days | 在征兵61天后,附庸对你的好感度会减少1点。 |
| NDefines.NMilitary.OPINION_WHEN_MARSHAL_INSTEAD_OF_SELF | 低于这个观点值,附庸在有人请求征兵时倾向于使用元帅而非自己(这是LOR前的残余节点)。 | |
| NDefines.NMilitary.OPINION_WHEN_NO_LEADER | 低于这个观点,附庸根本不会为子单位提供领导者(这是一个残留的前LOR节点) | |
| NDefines.NMilitary.MIN_LEVY_RAISE_OPINION_THRESHOLD | 低于这个意见值,你会获得最少的兵力(根据王室法律定义)。 | |
| NDefines.NMilitary.MAX_LEVY_RAISE_OPINION_THRESHOLD | 超过这个好感值,你就能获得最多兵力 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NMilitary.OWN_SETTLEMENT_SUPPLY_BONUS = 0.5 | Extra supply from being in home realm | |
| NDefines.NMilitary.NEUTRAL_SETTLEMENT_SUPPLY_BONUS = 0.25 | Neutral supply bonus (relative to base supply) | |
| NDefines.NMilitary.CONTROL_SETTLEMENT_SUPPLY_BONUS = 0.25 | Supply bonus from occupied enemy settlements | |
| NDefines.NMilitary.ENEMY_SETTLEMENT_SUPPLY_BONUS = -0.1 | Supply bonus from unoccoupied enemy settlements | |
| NDefines.NMilitary.HOSTILE_RELIGION_SUPPLY_MOD = -0.25 | Supply modifier from a hostile religion | |
| NDefines.NMilitary.NEARBY_SETTLEMENT_SINGLE_SUPPLY_BONUS = 0.75 | Bonus for nearby settlement, if not controlling one yourself | |
| NDefines.NMilitary.MAX_ATTRITION_LEADER_REDUCTION = -0.1 | Center leader reduces max attrition(reduction in actual percent) | |
| NDefines.NMilitary.ATTRITION_LEVEL_FACTOR = 0.5 | A general "attrition per month" multiplier | |
| NDefines.NMilitary.ATTRITION_LEVEL_FACTOR_50_OVER = 1.0 | 当供应上限超过50%时,这是一个一般的“每月消耗”乘数 | |
| NDefines.NMilitary.ATTRITION_LEVEL_FACTOR_100_OVER = 2.0 | 当供应上限超过100%时,这是一个通用的“每月消耗”倍数 | |
| NDefines.NMilitary.COASTAL_SUPPLY_BONUS = 0.5 | Supply bonus in coastal provinces | |
| NDefines.NMilitary.PAGAN_HOME_SUPPLY_MOD = 0.12 | 非异教徒在某些异教徒家园(基于省份宗教)中遭受极大流失 | |
| NDefines.NMilitary.NAVAL_ATTRITION = 0.0 | Attrition taken monthly by units loaded on ships. | |
| NDefines.NMilitary.DIFFERENT_RELIGIONGROUP_SUPPLY_PENALTY = -0.5 | Only 50% supply in provinces with different religious group |
| Key | Unit | Description |
|---|---|---|
| NDefines.NMilitary.OVERRUN_RATIO = 25 | Ratio needed for total extermination of enemy units | |
| NDefines.NMilitary.FLANKING_DAMAGE_BONUS = 0.3 | Percentage bonus when flanking in combat | |
| NDefines.NMilitary.LEADER_MARTIAL_DAMAGE_BONUS = 0.05 | 每获得一点武斗技能的伤害百分比加成,原版中已不再使用 | |
| NDefines.NMilitary.MORALE_COLLAPSE_THRESHOLD = 0.20 | 在单位逃离战斗(即启动撤退阶段)之前的阈值。 | |
| NDefines.NMilitary.MORALELOSS_FACTOR = 3.0 | 影响战斗中的死亡率(数值越高,每天战斗中击毙的士兵越多)。 | |
| NDefines.NMilitary.MIN_COMBAT_DAYS = 8 | 战斗天数最低(在撤退/撤退前)是可以的。 | |
| NDefines.NMilitary.NUMBER_OF_RETREAT_DAYS = 8 | The number of days before you retreat successfully | |
| NDefines.NMilitary.DAYS_BETWEEN_COMBAT_EVENTS = 10 | Combat events will happen every this many days | |
| NDefines.NMilitary.BATTLE_PRESTIGE_MULTIPLIER = 10 | 战斗中获得的总声望将为 * (失败者损失)/1000 | |
| NDefines.NMilitary.BATTLE_TECH_MULTIPLIER = 0.5 | Military tech gain from battles multiplier. | |
| NDefines.NMilitary.MAINLEADER_PRESTIGE_PART = 0.35 | 中央翼翼指挥官在战斗中获得的声望百分比 | |
| NDefines.NMilitary.FLANKLEADER_PRESTIGE_PART = 0.125 | 是双方侧翼指挥官在战斗中获得的声望百分比 | |
| NDefines.NMilitary.BATTLE_UNIT_OWNER_PRESTIGE_MULT = 0.5 | 战斗中获得的声望百分比将分配给参赛单位所有者 | |
| NDefines.NMilitary.BATTLE_UNIT_OWNER_PIETY_MULT = 0.5 | 战斗中获得的虔诚度百分比将分配给参赛单位所有者 | |
| NDefines.NMilitary.BATTLE_PIETY_MULTIPLIER | 虔诚度的增减倍数。这基于声望值,所以1的数值会给领导者带来的虔诚度和他从战斗中获得的声望相当 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NMilitary.DAYS_BEFORE_DEFENDER_SALLY = 7 | 守军在人数占优的围城前发动前的天数(更准确地说,这似乎是围城事件的频率)。 | |
| NDefines.NMilitary.ATTACKER_ASSULT_DAMAGE_FACTOR = 0.15 | 攻击者在攻击时的伤害比例因子。这会影响攻击方从防守方那里获得的伤害(伤害取决于近战值) | |
| NDefines.NMilitary.DEFENDER_ASSULT_DAMAGE_FACTOR = 0.6 | 防御者在攻击时的伤害比例因子。这影响了防守方从攻击方那里获得的伤害(伤害取决于近战值) | |
| NDefines.NMilitary.DAYS_PER_FORTLEVEL_BEFORE_ASSAULT = 30 | 进攻方可以发动攻击的天数(这也受要塞等级和人数优势影响)。 | |
| NDefines.NAI.AI_ASSAULT_RATIO = 10 | AI会在这个进攻者与防守者比例下发动攻击 | |
| NDefines.NMilitary.ATTACKER_SIEGE_DAMAGE = 0 | 攻城攻击值乘以这个值(不进行突击时),对攻击方而言。注意这是对攻击方每日造成的伤害(使用防守方近战伤害)。 | |
| NDefines.NMilitary.DEFENDER_SIEGE_DAMAGE = 0 | 攻城攻击值乘以这个值(当不进行突击时)。注意这是对防御方每日造成的伤害(使用攻击方近战伤害)。 | |
| NDefines.NMilitary.PERCENT_OF_GARRISON_DETACHED | 这部分守军与攻城胜利单位分离 | |
| NDefines.NMilitary.SIEGE_MORALE_LOSS | 围城期间每月士气损失。这是一个原始伤害百分比(满分1或100%),并受其他因素调整(即要塞等级[(N+1)^-1]和人数优势[攻守方])。 | |
| NDefines.NMilitary.SIEGE_PIETY_MULTIPLIER = 0.2 | Piety gain/loss multiplier for sieges | |
| NDefines.NMilitary.SIEGE_WEALTH_MULTIPLIER = 1 | 围城战的财富增减乘数(以当时控股公司的年总收入为准)。 | |
| NDefines.NMilitary.FORT_LEVEL_MORALE_LOSS_REDUCTION_MULT = 2.0 | double | 要塞等级对士气损失的影响(数值越高,士气损失越慢)。 |
| NDefines.NEconomy.TRADE_ROUTE_SIEGE_MULTIPLIER = 0.9 | double | 围城会使下游贸易路线的价值乘以这个数量。 |
| NDefines.NEconomy.TRADE_ROUTE_OCCUPATION_MULTIPLIER = 0.75 | double | 被占领的省份会将下游贸易路线的价值乘以这个数量。如果也被围攻,则使用最低TRADE_ROUTE_SIEGE_MULTIPLIER。 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NMilitary.CAPTURED_CLOSE_MALE_RELATIVE_WAR_SCORE = 5.0 | War score for holding a close male relative prisoner | |
| NDefines.NMilitary.CAPTURED_HEIR_WAR_SCORE - 50.0 | War score for holding the heir prisoner | |
| NDefines.NMilitary.OCCUPATION_PENALTY_MONTHS = 12 | 在或更短的时间里,征服时定居点会被施加不同的修正长度 | |
| NDefines.NMilitary.WAR_CONTRIBUTION_OCCUPATION_PER_DAY = 10 | Occupying a Holding gives this Contribution score per day | |
| NDefines.NMilitary.WAR_CONTRIBUTION_BATTLE_PER_DAY = 0.20 | 每天战斗中,参与者都会得到这个。(我的部队 / 友军总数)* 敌军总数 * WAR_CONTRIBUTION_BATTLE_PER_DAY。马克斯就是[我的部队]。 | |
| NDefines.NMilitary.MONTHS_UNTIL_REBEL_WIN = 12 | 距离该省被叛军完全征服还有多少天 | |
| CAPITAL_WARSCORE_MULTIPLIER = 1 | Warscore multiplier for capital(this is scaled with SETTLEMENT_WARSCORE_MULTIPLIER) | |
| NDefines.NMilitary.SETTLEMENT_WARSCORE_MULTIPLIER = 0.3 | 占用私人领地的战争分数值(涉及战争的直接参与者)。 | |
| NDefines.NMilitary.VASSAL_SETTLEMENT_WARSCORE_MULTIPLIER = 0.3 | Warscore worth for occupied vassals | |
| NDefines.NMilitary.CONTESTED_TERRITORY_WARSCORE_MULTIPLIER = 1.75 | Multiplier for contested settlements | |
| NDefines.NMilitary.DAYS_UNTIL_HOLDER_GETS_WARSCORE = 365 | 是的,直到头衔所有者的战争分数开始上升,如果他控制了所有权 | |
| NDefines.NMilitary.DAYS_UNTIL_HOLDER_GETS_WARSCORE_INDEP = 0 | 如果独立战争中,头衔所有者的战争分数会开始上升,如果他控制了领地 | |
| NDefines.NMilitary.CONTESTED_TITLE_OCCUPIED_WARSCORE_BONUS = 15 | 自进攻方/防御方开始获得加成以来,每年的战争分数。自2.8版本起被弃用。 | |
| NDefines.NMilitary.CONTESTED_TITLE_OCCUPIED_WARSCORE_BONUS_INDEP = 20 | 自进攻方/防御方开始获得加成以来,独立战争中每年的战争分数(可在宗教脚本中单独覆盖)。自2.8版本起被弃用。 | |
| NDefines.NMilitary.CONTESTED_TITLE_OCCUPIED_DEF_WARSCORE_BONUS = 15 | 自从防御者开始获得加成以来,每年的战争分数 | |
| NDefines.NMilitary.CONTESTED_TITLE_OCCUPIED_DEF_WARSCORE_BONUS_INDEP = 20 | 自从防御者开始获得加成以来,独立战争的年度战争分数(可在宗教脚本中单独覆盖) | |
| NDefines.NMilitary.CONTESTED_TITLE_OCCUPIED_ATT_WARSCORE_BONUS = 40 | 自进攻方开始获得加成以来,每年的战争分数 | |
| NDefines.NMilitary.CONTESTED_TITLE_OCCUPIED_ATT_WARSCORE_BONUS_INDEP = 50 | 自进攻方开始获得加成以来,每年战争分数的数量,适用于独立战争(可在宗教脚本中单独覆盖) | |
| NDefines.NMilitary.BATTLE_WARSCORE_WORTH = 75 | Warscore from battles are multiplied with this value | |
| NDefines.NMilitary.BATTLE_WARSCORE_DEFENDER_MULTIPLIER = 1.5 | 防守方的胜利会乘以这个值,这意味着他们赢得比赛时获得的声望更高 | |
| NDefines.NMilitary.BATTLE_MINIMUM_WARSCORE = 0.2 | 低于此数值(按实际百分比计算)的战斗将从战争分数计算中剔除 | |
| NDefines.NMilitary.TOTAL_OCCUPATION_SCALE = 0.8 | The % of occupation which gives you 100% warscore | |
| NDefines.NMilitary.CONTROLLER_MONTHS_BEFORE_OWNER_CHANGE = 120 | 对于某些有争议的cb,省份所有权变更前的月份数 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NMilitary.MERC_REINFORCE_RATE = 0.015 | 雇佣兵和神圣团体在战场上的增援速度(基于子单位总规模) | |
| NDefines.NMilitary.MERC_REINFORCE_RATE_WHEN_IDLE = 0.03 | 雇佣兵和神圣团体在未被雇佣时的增援速度(基于子单位总规模) | |
| NDefines.NMilitary.MERCENARY_MAINTENANCE_FACTOR = | Maintenance factor (i.e. upkeep) for NORMAL/NON-VASSAL mercenary units | |
| NDefines.NMilitary.MERCENARY_VASSAL_MAINTENANCE_FACTOR = | Maintenance factor (i.e. upkeep) for VASSALIZED mercenary units | |
| NDefines.NMilitary.HOLY_ORDER_HIRE_COST_FACTOR = | 雇佣圣职时将名义金币成本换算为虔诚度费用 | |
| NDefines.NMilitary.VASSAL_MERC_HIRE_COST_FACTOR = 0.125 | 雇佣附庸雇佣兵和/或附庸化的神职人员时,名义雇佣成本的一小部分 | |
| NDefines.NMilitary.MERCENARY_HIRE_DISTANCE_THRESHOLD = 600 | 如果原省离首都更远,雇佣兵就无法使用。 | |
| NDefines.NCharacter.DYNAMIC_MERCENARY_HEIR_WEALTH_MULT = 0.10 | 一个充满活力的雇佣兵作为继承人,而父母去世后,他能从财富中获得多少。 | |
| NDefines.NCharacter.NUM_INHERITABLE_DYNAMIC_MERCENARIES = 1 | 有多少个充满活力的雇佣兵团可以继承。那些未继承的成员会被切断,变得独立。 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NMilitary.RETINUE_FROM_REALMSIZE = 2.0 | 从领地规模获得的随从点数(你整个领地的兵力总和,包括附庸)。 | |
| NDefines.NMilitary.RETINUE_INCREASE_PER_TECH = 1.5 | The retinue multiplication per relevant tech level. | |
| NDefines.NMilitary.RETINUE_HIRE_COST_MULTIPLIER = 0.14 | 雇佣随从的成本(基于定义中的单个士兵“成本”总和)。 | |
| NDefines.NMilitary.RETINUE_REINFORCE_RATE = 0.025 | Reinforce rate percentage dependent on total number of men. | |
| NDefines.NMilitary.RETINUE_REINFORCE_COST = 3.0 | 增援随从的费用(基于定义中的单个士兵“成本”总和)。 | |
| NDefines.NMilitary.RETINUE_CONSTANT_COST = 0.25 | Retinues cost at all times, i.e. their upkeep. |
| Key | Unit | Description |
|---|---|---|
| NDefines.NMilitary.LOOTED_MODIFIER_MONTHS = 36 | Months | How long pagan-raid inflicted looting lasts |
| NDefines.NMilitary.LOOT_TAX_MULTIPLIER = 1.5 | 从掠夺领地掠夺的基础黄金为(税率 * LOOT_TAX_MULTIPLIER) + (建筑总价值 × LOOT_BUILDING_MULTIPLIER) | |
| NDefines.NMilitary.LOOT_BUILDING_MULTIPLIER = 0.02 | 从掠夺的领地、建筑中掠夺的额外黄金(LOOT_BUILDING_MULTIPLIER × 建筑建造成本) | |
| NDefines.NMilitary.LOOT_HOLDING_DEST_MIN_SAFE = 4 | 建筑少于LOOT_HOLDING_DEST_MIN_SAFE的领地被掠夺毁坏的概率为1/LOOT_HOLDING_DESTRUCTION_ODDS | |
| NDefines.NMilitary.LOOT_HOLDING_DESTRUCTION_ODDS = 20 | Odds affecting said LOOT_HOLDING chances | |
| NDefines.NMilitary.LOOT_HOLDING_BUILDING_DEST_ODDS = 10 | 这个概率是1:随机建筑被掠夺时被摧毁 | |
| NDefines.NAI.RAID_MAX_REALM_SIZE = 24 | Holdings | 拥有比这更多领地的领地绝不会发动突袭 |
| NDefines.NAI.RAID_AGGRESSION = 18 | 袭击的一般频率。数字越低,频率越高! | |
| NDefines.NAI.RAID_PREP_INV_SPARE_SAME_CULTURE = 1 | Bool | 允许预备入侵的宗教AI不会袭击其文化群内的省份(以防止斯堪的纳维亚内部的袭击) |
| NDefines.NAI.RAID_SPARE_ACCEPTED_RELIGIONS = 1 | Bool | AI不会袭击同一宗教群体中其他宗教的统治者,除非异端对母宗教 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NCharacter.DYNASTY_CONTROLS_HOLY_ORDER_PRESTIGE = 2 | 作为圣骑士团首领,从王朝成员那里获得每月的威望(仅限伯爵+且同一宗教)。 | |
| NDefines.NCharacter.DYNASTY_CONTROLS_HOLY_ORDER_PIETY = 1 | 作为圣职团首领,王朝成员每月获得虔诚度(仅限伯爵+且同一宗教)。 | |
| NDefines.NCharacter.DYNASTY_CONTROLS_RELIGIOUS_HEAD_PRESTIGE = 2 | 作为宗教领袖,王朝成员每月获得声望(仅限伯爵+且同一宗教)。 | |
| NDefines.NCharacter.DYNASTY_CONTROLS_RELIGIOUS_HEAD_PIETY = 3 | 作为宗教领袖,王朝成员每月获得虔诚度(仅限伯爵+且同一宗教)。 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.LANDED_SIBLING_PRESTIGE_BONUS = 5 | 对于有登陆的宗教,胜利声望加成。乘以他们拥有你领地数量的百分比。 | |
| NDefines.NDiplomacy.LANDED_HALF_SIBLING_PRESTIGE_BONUS = 5 | 对于有登陆的宗教,胜利声望加成。乘以他们拥有你领地数量的百分比。 | |
| NDefines.NDiplomacy.LANDED_NIECE_PRESTIGE_BONUS = 2 | 对于有登陆的宗教,胜利声望加成。乘以他们拥有你领地数量的百分比。 | |
| NDefines.NDiplomacy.LANDED_CHILD_PRESTIGE_BONUS = 5 | 对于有登陆的宗教,胜利声望加成。乘以他们拥有你领地数量的百分比。 | |
| NDefines.NDiplomacy.LANDED_GRAND_CHILD_PRESTIGE_BONUS = 2 | 对于有登陆的宗教,胜利声望加成。乘以他们拥有你领地数量的百分比。 | |
| NDefines.NDiplomacy.LANDED_PARENT_PRESTIGE_BONUS = 5 | 对于有登陆的宗教,胜利声望加成。乘以他们拥有你领地数量的百分比。 | |
| NDefines.NDiplomacy.LANDED_UNCLE_AUNT_PRESTIGE_BONUS = 3 | 对于有登陆的宗教,胜利声望加成。乘以他们拥有你领地数量的百分比。 | |
| NDefines.NDiplomacy.LANDED_GRAND_PARENT_PRESTIGE_BONUS = 2 | 对于有登陆的宗教,胜利声望加成。乘以他们拥有你领地数量的百分比。 | |
| NDefines.NDiplomacy.LANDED_GREAT_GRAND_PARENT_PRESTIGE_BONUS = 2 | 对于有登陆的宗教,胜利声望加成。乘以他们拥有你领地数量的百分比。 | |
| NDefines.NDiplomacy.LANDED_GREAT_GRAND_PARENT_PRESTIGE_BONUS = 3 | 对于有登陆的宗教,胜利声望加成。乘以他们拥有你领地数量的百分比。 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NMilitary.LOW_DECADENCE_MORALE_MOD = 0.5 | Modifier | Extra Morale defence when at 0% decadence |
| NDefines.NMilitary.HIGH_DECADENCE_MORALE_MOD = -0.5 | Modifier | Extra Morale damage taken when at 100% decadence |
| NDefines.NDiplomacy.VASSAL_LIMIT_DECADENCE_MULTIPLIER = 0.25 | Modifier | Negative modifier, multiplied with the current decadence. |
| NDefines.NTitle.BARON_GRANT_DECADENCE_RED = 0.01 | Modifier | Title Grant Decadence Reduction (Multiplied with current decadence) |
| NDefines.NTitle.COUNT_GRANT_DECADENCE_RED = 0.02 | ||
| NDefines.NTitle.DUKE_GRANT_DECADENCE_RED = 0.04 | ||
| NDefines.NTitle.KING_GRANT_DECADENCE_RED = 0.1 | ||
| NDefines.NTitle.EMPEROR_GRANT_DECADENCE_RED = 0.2 | ||
| NDefines.NEconomy.DECADENCE_MODIFIER = 0.2 | Modifier | 颓废效应最大,低dec为正,高为负 |
| NDefines.NEconomy.DECADENCE_PER_WEEK_OF_COMBAT = -0.04 | Percent | 每7天战斗中,每战斗一名参与者损失的颓废 |
| NDefines.NEconomy.DECADENCE_PER_WEEK_OF_SIEGE = -0.008 | Percent | 每7天围城消耗的颓废,针对每参与围城的一方 |
| NDefines.NDecadence.BASE_EMPEROR_GAIN = 0.225 | Decadence | Base decadence gain by tier |
| NDefines.NDecadence.BASE_KING_GAIN = 0.18 | ||
| NDefines.NDecadence.BASE_DUKE_GAIN = 0.12 | ||
| NDefines.NDecadence.BASE_COUNT_GAIN = 0.09 | ||
| NDefines.NDecadence.BASE_BARON_GAIN = 0.045 | ||
| NDefines.NDecadence.BASE_UNLANDED_GAIN = 0.0225 | ||
| NDefines.NDecadence.REALM_SIZE_MULTIPLIER = 0.005 | ||
| NDefines.NDecadence.DEMESNE_FRACTION_MULT_POS = 0.5 | ||
| NDefines.NDecadence.DEMESNE_FRACTION_MULT_NEG = -0.8 | ||
| NDefines.NDecadence.SAFETY_VALUE = 75 | Decadence | 你的颓废会带来堕落叛乱的风险 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NCharacter.ADULT_DIPLOMACY_OPINION_SUB_FACTOR = 4 | Adult diplomacy factor affecting opinion value | |
| NDefines.NCharacter.ADULT_DIPLOMACY_OPINION_MUL_FACTOR = 1.5 | Adult diplomacy factor affecting opinion value | |
| NDefines.NCharacter.CHILD_DIPLOMACY_OPINION_SUB_FACTOR = 4 | 成人外交因素影响意见值(我觉得应该是儿童,但文件里写的是成人) | |
| NDefines.NCharacter.CHILD_DIPLOMACY_OPINION_MUL_FACTOR = 1.5 | 成人外交因素影响意见值(我觉得应该是儿童,但文件里写的是成人) | |
| NDefines.NCharacter.INHERITED_OPINION_END_AGE = 30 | Inherited opinions end when the inheritor hits this age | |
| NDefines.NCharacter.INHERITED_OPINION_MIN_MONTHS = 12 | 这是继承意见的最低期限 | |
| NDefines.NCharacter.INHERITED_OPINION_FACTOR = 0.5 | 这是继承前任持有者的意见因素 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.FAVOR_THRESHOLD_TO_FORCE_HUMANS = 250 | 我们至少应该考虑用人情强迫他们去做这件事 | |
| NDefines.NDiplomacy.CHANCES_TO_USE_FAVOR = 75 | Percent | 利用好感改变外交请求结果的机会(按百分比计) |
| NDefines.NDiplomacy.MINIMUM_BUY_FAVOR_COST = 40 | Minimum amount of money needed to buy favor. | |
| NDefines.NDiplomacy.BUY_FAVOR_INCOME_SCALEFACTOR = 40 | ||
| NDefines.NDiplomacy.BUY_FAVOR_TIER_REDUCTION_FOR_NOMADS = 0.25 | Percent | Reduction for nomads since they're always considered emperors |
| NDefines.NCouncil.FAVOR_USE_DURATION = 36 | Months | 在议会中使用的恩惠能持续多久,具体数月内 |
| NDefines.NAI.CONTINUE_WAR_TRESHOLD = 5 | Warscore | 需要多少战争分数,AI才会考虑用恩惠阻止主君强制和平 |
| NDefines.NAI.STOP_WAR_THRESHOLD = -50 | Warscore | 需要多少战争分数,AI才会考虑用人情迫使主君开始执行和平 |
| NDefines.NAI.ASK_FOR_COUNCIL_POSITION_BASE_DESIRE = 25 | Opinion | AI在对自己的领主有恩惠时,使用AskForCouncilPosition互动的基础分数 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.MAX_DIPLO_DISTANCE = 700 | 如果两位统治者距离过远,大多数外交都被禁止 | |
| NDefines.NDiplomacy.MAX_DIPLO_DISTANCE_SAME_RELIGION = 100 | 同一宗教的话,最大外交距离是额外奖励 | |
| NDefines.NDiplomacy.MAX_DIPLO_DISTANCE_SAME_RELIGION_GROUP = 0 | 同一宗教群体的话,外交距离最大化额外奖励 | |
| NDefines.NDiplomacy.MAX_DIPLO_DISTANCE_SAME_CULTURE = 100 | 同文化背景能获得最大外交距离的额外奖励 | |
| NDefines.NDiplomacy.MAX_DIPLO_DISTANCE_SAME_CULTURE_GROUP = 100 | 同一文化群体,最大化外交距离的额外奖励 | |
| NDefines.NDiplomacy.GAME_RULE_RESTRICTED_DIPLO_DISTANCE_MULTIPLIER = 0.5 | 使用“外交射程:限制”游戏规则时,将乘数提升至最大外交距离 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.<INTERACTION>_MONEY | Gold | 这决定了特定外交互动所需的黄金,或DIVORCE_INTERACTION年收入的乘数。 |
| NDefines.NDiplomacy.<INTERACTION>_PIETY | Piety | 这决定了特定外交互动所需的虔诚度。 |
| NDefines.NDiplomacy.<INTERACTION>_PRESTIGE | Prestige | 这决定了特定外交互动所需的声望。 |
| NDefines.NDiplomacy.<INTERACTION>_THRESHOLD_FOR_NO | The purpose of this value is currently unknown. | |
| NDefines.NDiplomacy.<INTERACTION>_THRESHOLD_FOR_YES | The purpose of this value is currently unknown. | |
| NDefines.NDiplomacy.<INTERACTION>_MUST_HAVE_COST | Bool | Is having prestige/piety >= cost required for this action? |
| NDefines.NDiplomacy.<INTERACTION>_ENABLED | Bool | Should this action be used at all? See Decision modding for replacing by a custom decision. |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.MINIMUM_SEND_GIFT_COST = 15 | 这个数值决定了可以送给其他角色的最低金币数量。 | |
| NDefines.NDiplomacy.SEND_GIFT_INCOME_SCALEFACTOR = 15 | 这个价值乘以某人的月收入,就是赠与的总数,除非金额低于MINIMUM_SEND_GIFT_COST。 | |
| NDefines.NDiplomacy.SEND_GIFT_DIPLOMACY_MULT = 0.5 | Diplomacy affects the opinion bonus multiplied with this | |
| NDefines.NDiplomacy.SEND_GIFT_NOT_LIEGE_BONUS = 7 | 作为接收者的领主,对观点加成的影响只有这么大 | |
| NDefines.NDiplomacy.SEND_GIFT_GREED_MULT = 0.15 | Changes how much greed affects the opinion | |
| NDefines.NDiplomacy.PRESTIGE_LOSS_ON_SEND_GIFT_DECLINE | 这就是如果有人拒绝你的礼物,所失去的声望。目前该台已不再使用。 | |
| NDefines.NDiplomacy.PIETY_FROM_CHURCH_GIFTS | 这种虔诚度是在向神职人员赠送礼物时获得的。目前该台已不再使用。 |
| Key | Description | |
|---|---|---|
| NDefines.NTitle.DEJURE_COUNTY_LIMIT_TO_CREATE = 0.51 | 你必须控制的de jure县中的一部分,才能创建非帝国头衔。 | |
| NDefines.NTitle.EMPIRE_DEJURE_COUNTY_LIMIT_TO_CREATE = 0.8 | 你必须控制的de jure县中的一部分,才能创建帝国头衔。 | |
| NDefines.NAI.MAX_KING_TITLES_TO_CREATE = 0 | Number | AI不会试图创造或篡夺比这更多的国王级头衔(无限为0) |
| NDefines.NAI.MAX_EMPIRE_TITLES_TO_CREATE = 0 | Number | AI不会试图创造或篡夺更多帝国级别的头衔(无限为0) |
| NDefines.NAI.AI_EMPEROR_CREATES_KINGDOMS = 0 | Bool | 如果设置为1,AI皇帝会创造国王级头衔 |
| NDefines.NAI.AI_EMPEROR_CREATES_VICE_ROYALTY_KINGDOMS = 1 | Bool | 如果设置为1,拥有王国副王法的AI皇帝无论上述设置如何,都会创造国王级头衔 |
| NDefines.NAI.AI_ALWAYS_CREATES_DUCHIES = 0 | Bool | 如果设置为1,AI即使有Gavelkind等,也会总能创建公爵头衔 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NTitle.DEJURE_COUNTY_LIMIT_TO_USURP = 0.8 | 你必须控制的de jure县中只有部分地区才能篡夺非帝国头衔。 | |
| NDefines.NTitle.EMPIRE_DEJURE_COUNTY_LIMIT_TO_USURP = 0.8 | 你必须控制的de jure县中的一部分,才能篡夺帝国头衔。 | |
| NDefines.NDiplomacy.USURP_TITLE_PRESTIGE_MULT = 0.25 | 如果称号是被篡夺而非新建,创设头衔带来的声望提升会乘以这个数额。 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.BREAK_TRUCE_PRESTIGE_PERC_COST = 0.5 | 当打破停战协议时,这部分当前声望将会消失。范围从0到1。 | |
| NDefines.NDiplomacy.BREAK_TRUCE_PRESTIGE_COST = 200 | 一旦打破停战,这种绝对的声望价值将丧失。成本是产生的 after the percentage cost. | |
| NDefines.NDiplomacy.ATTACKING_SOMEONE_CRUSADING_PIETY_COST = 40 | 当你攻击同宗教的人时,这种虔诚度会丧失,而他们正在参与Crusade。 | |
| NDefines.NDiplomacy.ATTACKING_SOMEONE_DEFENDING_AGAINST
_OTHER_RELIGIOUS_GROUP_PIETY_COST = 100 |
当攻击同宗教的人时,这种虔诚度会丧失,而他们正被其他宗教群体的人攻击。 | |
| NDefines.NDiplomacy.ATTACKER_CALL_DECLINE_COST = 25 | 当拒绝加入进攻性战争的召唤时,这种声望将会丧失。 | |
| NDefines.NDiplomacy.DEFENDER_CALL_DECLINE_COST = 100 | 当拒绝加入防御战争的号召时,这种声望将会丧失。 | |
| NDefines.NDiplomacy.ALLIED_CALL_DECLINE_COST = 200 | 当拒绝盟友的战争号召时,这种声望会丧失。 | |
| NDefines.NDiplomacy.TRIBAL_VASSAL_CALL_DECLINE_COST_FACTOR = 3.0 | Prestige cost multiplier for tribal vassals | |
| NDefines.NDiplomacy.DOW_ON_ALLY_PRESTIGE_COST = 50 | 这种声望是对盟友宣战的必要条件,一旦宣战,威望就会被移除。 | |
| NDefines.NDiplomacy.ALLIANCE_BREAKER_MODIFIER_MONTHS = 3650 | Months | How long the alliance breaker temporary modifier lasts |
| NDefines.NDiplomacy.TRUCE_BREAKER_MODIFIER_MONTHS = 3650 | Months | How long the truce breaker temporary modifier lasts |
| NDefines.NDiplomacy.MIN_PREP_INV_TARGET_HOLDINGS = 9 | Holdings | 目标王国内领地少于此数的领地,无法被预谋入侵攻击。 |
| NDefines.NDiplomacy.MAX_PREP_INV_TARGET_HOLDINGS = 40 | Holdings | 目标王国内拥有超过此数量领地的领地,无法被预谋入侵攻击。 |
| NDefines.NDiplomacy.MAX_PREP_INV_ATTACKER_HOLDINGS = 40 | Holdings | 拥有超过这个数量的统治者无法准备入侵。 |
| NDefines.NDiplomacy.PREP_INV_REQ_PRESTIGE = 1000 | 统治者需要这种声望才能准备入侵。 | |
| NDefines.NDiplomacy.INTER_MUSLIM_WAR_MONTHLY_PIETY_COST = 2 | 如果攻击同宗教的其他穆斯林,穆斯林每月都会失去同样的虔诚度。叛乱不会带来这种虔诚代价。 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.BANISH_TAKE_WEALTH_PERCENTAGE_LANDED = 0 | ||
| NDefines.NDiplomacy.BANISH_TAKE_WEALTH_PERCENTAGE_COURTIER = 1 | ||
| NDefines.NDiplomacy.BANISH_REALM_SIZE_CHANCE_RATIO_MODIFIER = 2 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.RELEASE_VASSAL_TRUCE_DAYS = 3650 | Days | Truce with vassal after granting independence. |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.RELEASE_PRISONER_PIETY = 5 | 释放囚犯时,这种虔诚度会获得。 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NDiplomacy.ASSASSINATION_COST_RANK_MULT = 100 | 刺杀的额外费用乘以军衔(伯爵 = 1,皇帝 = 4)。同样适用于统治者的子女。 |
| Key | Unit | Description |
|---|---|---|
| NDefines.NCharacter.PORTRAIT_ADULT_MALE_AGE_THRESHOLD = 16 | Age | Male child to adult age portrait switch |
| NDefines.NCharacter.PORTRAIT_ADULT_FEMALE_AGE_THRESHOLD = 16 | Age | Female child to adult age portrait switch |
| NDefines.NCharacter.PORTRAIT_MID_AGE_THRESHOLD = 30 | Age | Middle age switch for character portraits |
| NDefines.NCharacter.PORTRAIT_OLD_AGE_THRESHOLD = 50 | Age | Old age switch for character portraits |
| NDefines.NCharacter.EARLY_PORTRAIT_AND_UNIT_BEFORE_YEAR = 950 | Date | 在此之前,如果有的话,将使用早期版本的单位和肖像 |
| NDefines.NCharacter.LATE_PORTRAIT_AND_UNIT_AFTER_YEAR = 1200 | Date | 此后,若有,将使用后续版本的单位和肖像 |
| NDefines.NGraphics.NUMBER_OF_PROPERTIES = 14 | Int | 属性字符串中的字母数(如果字符历史中缺少某些字母,则会添加零)。这允许在 中添加自定义属性 portrait_properties.txt.
|
Defines that don't fit in any other category.
| Key | Unit | Description |
|---|---|---|
| NDefines.NCharacter.PAPAL_INVEST_PIETY_COST_MULT = 0.5 | 当教皇任命制度实施时,宗教行为的虔诚成本将乘以该值。 | |
| NDefines.NDiplomacy.MAX_DUCHIES_LEGALLY_HELD = 2 | 超过这个数量的公国,附庸们会开始对他们的领主感到愤怒。如果领主是公爵级别,则不适用。 | |
| NDefines.NDiplomacy.MUSLIM_TEMPLE_HOLDING_MONTHLY_PIETY = 0.2 | 穆斯林在其领地内的每座寺庙每月可获得同样数量的虔诚。 | |
| NDefines.NDiplomacy.PAGAN_PEACE_MONTHS = 24 | 经过这个月,异教徒和平的声望将开始下降。 | |
| NDefines.NDiplomacy.PAGAN_PEACE_MONTHLY_PRESTIGE_LOSS = 2.0 | 异教徒每个月都会因为和平而失去这么多声望。 |
我从.exe里抓了500多个新定义(不确定全部)。
| Key | Unit | Description |
|---|---|---|
| NDiplomany | ||
| "SUZERAIN_DEFENDER_CALL_DECLINE_COST" | ||
| "DOW_ON_ALLY_PRESTIGE_COST" | ||
| "GAME_RULE_DEMESNE_SIZE_HALF" | ||
| "GAME_RULE_DEMESNE_SIZE_QUARTERED" | ||
| "GAME_RULE_DEMESNE_SIZE_UNLIMITED" | ||
| "TRIBUTARY_UPRISING_AI_WEAK_MALUS" | ||
| "TRIBUTARY_UPRISING_AI_STRONG_LEVEL" | ||
| "GAME_RULE_VASSAL_LIMIT_HALF" | ||
| "GAME_RULE_VASSAL_LIMIT_QUARTERED" | ||
| "GAME_RULE_VASSAL_LIMIT_UNLIMITED" | ||
| "DIPLO_ICON_DURATION_DAYS" | ||
| :"ARTIFACT_VALUE_OPINION_MULT" | ||
| NSociety | ||
| :"SOCIETY_INFLUENCE_MEMBER_LIMIT_FACTOR" | ||
| :"SOCIETY_SHOW_INTEREST_COOLDOWN" | ||
| :"JOIN_SOCIETY_COOLDOWN" | ||
| NTitle | ||
| :"CLAIM_VASSAL_TITLE_COST_MOD" | ||
| :"CLAIM_DE_JURE_TITLE_COST_MOD" | ||
| :"NORMAL_LAW_CHANGE_COUNCIL_MONTHS" | ||
| :"NORMAL_LAW_CHANGE_ABSOLUTISM_MONTHS" | ||
| :"TITLE_USURP_COOLDOWN_MONTHS" | ||
| :"REQ_DUCHIES_FOR_KINGDOM_CREATION" | ||
| :"REQ_KINGDOMS_FOR_EMPIRE_CREATION" | ||
| :"TITULAR_TITLE_CREATION_COST_MULT" | ||
| :"BECOME_KING_TITLE_GOLD_CREATION_COST_MULT" | ||
| :"BECOME_KING_TITLE_PIETY_CREATION_COST_MULT" | ||
| :"ENFORCE_ONE_OF_EACH_HOLDING" | ||
| :"MAX_REPUBLIC_COUNTIES_IN_REALM" | ||
| :"MAX_THEOCRACY_COUNTIES_IN_REALM" | ||
| :"THEOCRACY_COUNTIES_CAN_BORDER" | ||
| :"REPUBLIC_COUNTIES_CAN_BORDER" | ||
| :"MILITARY_GOV_CREATE_KINGDOMS" | ||
| :"CUSTOM_TITLE_COLOR_OFFSET" | ||
| NReligion | ||
| :"CREATE_ANTIPOPE_PRESTIGE_COST" | ||
| :"EXCOM_MIN_AUTHORITY" | ||
| :"INVASION_MIN_AUTHORITY" | ||
| :"CRUSADE_AUTHORITY_COST" | ||
| :"REFORM_RELIGION_MIN_AUTHORITY" | ||
| :"REFORM_RELIGION_MIN_HOLY_SITES" | ||
| :"REFORM_RELIGION_PIETY_COST" | ||
| :"AUTHORITY_FROM_HOLY_SITE" | ||
| :"AUTHORITY_FROM_ANTIPOPE" | ||
| :"AUTHORITY_FROM_RELHEAD_PIETY" | ||
| :"AUTHORITY_FROM_IMMORAL_HEAD" | ||
| :"AUTHORITY_FROM_RELHEAD_DIPLOMACY" | ||
| :"AUTHORITY_FROM_RELHEAD_HOLY_SITE" | ||
| :"AUTHORITY_FROM_ORG_RELIGION" | ||
| :"DIVINE_BLOOD_FERTILITY_MULT" | ||
| :"ELECTOR_TITLE_CAMPAIGN_FUND_FACTOR" | ||
| :"ELECTOR_TITLE_OPINION_FACTOR" | ||
| :"ELECTOR_TITLE_REALM_POWER_FACTOR" | ||
| :"ELECTOR_TITLE_CULTURE_GROUP_FACTOR" | ||
| :"ELECTOR_TITLE_CULTURE_FACTOR" | ||
| :"ELECTOR_TITLE_AT_CAPITAL_FACTOR" | ||
| :"ELECTOR_TITLE_LEARNING_FACTOR" | ||
| :"ELECTOR_TITLE_PIETY_FACTOR" | ||
| :"ELECTOR_TITLE_AGE_FACTOR" | ||
| :"ELECTOR_FAMOUS_DYNASTY_FACTOR" | ||
| :"ELECTOR_TRAITS_FACTOR" | ||
| :"HERESY_TAKEOVER_PROVINCES" | ||
| :"PAPAL_SUCCESSION_PASS_ON_HOLDINGS" | ||
| :"PAPAL_SUCCESSION_LOSE_MINOR_TITLES" | ||
| :"AUTHORITY_FROM_PIETY_CAP" | ||
| NEconomy | ||
| :"HOLDING_SLOT_BUILD_COST_MOD" | ||
| :"BISHOP_TAX_TO_POPE_FACTOR" | ||
| :"BISHOP_TAX_TO_ANTI_POPE_FACTOR" | ||
| :"TRADEZONE_VALUE_MULT" | ||
| :"TRADE_ZONE_BONUS_MULTIPLIER" | ||
| :"TRADE_ZONE_BONUS_MULT_CITY" | ||
| :"TRADE_CONNECTED_TO_CAPITAL_BONUS" | ||
| :"TRADE_POST_COST_INC_DIST" | ||
| :"TRADE_POST_OPINION_EFFECT" | ||
| :"MAX_TRADE_POSTS_BASE" | ||
| :"TRADETECH_LEVEL_FOR_BASE_TPS" | ||
| :"TRADE_POST_RAISE_LOOT_MULT" | ||
| :"OVER_MAX_DEMESNE_TAX_PENALTY" | ||
| :"HOLDING_LOOT_LOWER_LIMIT_MULTIPLIER" | ||
| :"TAX_TO_LOOT_MULTIPLIER" | ||
| :"POPULATION_TO_LOOT_MULTIPLIER" | ||
| :"POPULATION_LOOT_DEATH_MULTIPLIER" | ||
| :"FORT_LOOT_DEFENCE_MULTIPLIER" | ||
| :"LOOTABLE_GOLD_REGROWTH" | ||
| :"LOOT_PERCENT_PER_LOOTTICK" | ||
| :"TPC_TO_LOOT_MULTIPLIER" | ||
| :"LOOTER_SHIP_MAINT_MULT" | ||
| :"LOOTER_ARMY_MAINT_MULT" | ||
| :"LOOT_PRESTIGE_MULT" | ||
| :"LOOT_EVERY_X_DAYS" | ||
| :"LOOT_IDEAL_MIN_TROOPS" | ||
| :"BUILDING_COST_MULT" | ||
| :"SILK_ROAD_TP_BUILD_COST_MOT" | ||
| :"TRADE_ROUTE_SIEGE_MULTIPLIER" | ||
| :"TRADE_ROUTE_OCCUPATION_MULTIPLIER" | ||
| :"FORT_CONSUMED_IN_SETTLEMENT_CONTRUCTION" | ||
| NNomad | ||
| :"POPULATION_INCREASE_MULTIPLIER" | ||
| :"MANPOWER_INCREASE_MULTIPLIER" | ||
| :"MANPOWER_LOW_SENTIMENT_INCREASE_MULTIPLIER" | ||
| :"POPULATION_TAX_MULTIPLIER" | ||
| :"MAX_POPULATION_EMPTY_HOLDING_MULTIPLIER" | ||
| :"MAX_MANPOWER_POPULATION_MULTIPLIER" | ||
| :"UNITS_FOR_OCCUPATION" | ||
| :"START_POPULATION" | ||
| :"START_MANPOWER" | ||
| :"MERCENARY_CREATE_MANPOWER_RATIO" | ||
| :"CLAN_GRAZING_LAND_MALUS_TRESHHOLD" | ||
| :"CLAN_GRAZING_LAND_MALUS" | ||
| :"CLAN_MARRIAGE_TIES" | ||
| :"CLAN_PRESTIGE_MIDDLE" | ||
| :"CLAN_PRESTIGE_SCALE" | ||
| :"PROVINCES_PER_CLAN" | ||
| :"MAX_CLANS" | ||
| :"TOO_MUCH_COMPETITION" | ||
| :"CLANS_WANT_MORE_LAND" | ||
| :"HISTORICAL_NOMAD_VASSAL_TRIBUTARY_PERCENTAGE" | ||
| :"STARTING_HORDE_MAX_FRACTION" | ||
| :"HORDE_REINFORCE_MULTIPLIER" | ||
| :"CLAN_SAME_FAITH_BONUS" | ||
| :"CAPITAL_AT_TRADE_POST_MODIFIER" | ||
| :"CAPITAL_ADJACADENT_TO_TRADE_POST_MODIFIER" | ||
| :"CAPITAL_AT_OWN_HOLY_SITE_PIETY" | ||
| :"CAPITAL_AT_OTHER_HOLY_SITE_PRESTIGE" | ||
| :"GARRISON_UNUSED_MANPOWER_MULTIPLIER" | ||
| :"GARRISON_MAX_UNUSED_MANPOWER_MODIFIER" | ||
| :"MAX_HOLDINGS_IN_NOMADIC_PROVINCE" | ||
| NMilitary | ||
| :"ATTACK_TO_DAMAGE_MULT" | ||
| :"LEVY_MAINTENANCE_FACTOR" | ||
| :"HOLDING_LEVY_SIZE_OWNER_MARTIAL_BASE" | ||
| :"HOLDING_LEVY_SIZE_OWNER_MARTIAL_MULT" | ||
| :"MERCENARY_HIRE_COST_FACTOR" | ||
| :"HOLY_ORDER_DYNASTY_HIRE_COST_FACTOR" | ||
| :"BATTLE_WARSCORE_WORTH_MULTIPLIER" | ||
| :"BATTLE_WARSCORE_HOSTS_MULTIPLIER" | ||
| :"BATTLE_WARSCORE_LANDLESS_MULTIPLIER" | ||
| :"ATTACKER_SIEGE_DAMAGE" | ||
| :"DEFENDER_SIEGE_DAMAGE" | ||
| :"NUM_DAYS_BETWEEN_SIEGE_MORALE_LOSS" | ||
| :"PAGAN_HOME_SIEGE_MORALE_LOSS_MULT" | ||
| :"BASE_SETTLEMENT_WARSCORE" | ||
| :"PROVINCE_WITHOUT_SETTLEMENT_WARSCORE_MULTIPLIER" | ||
| :"VASSAL_PROVINCE_WITHOUT_SETTLEMENT_WARSCORE_MULTIPLIER" | ||
| :"ARMY_LOAD_MOVE_COST" | ||
| :"ARMY_UNLOAD_MOVE_COST" | ||
| :"WAR_CONTRIBUTION_PROVINCE_WITHOUT_SETTLEMENT_OCCUPATION_PER_DAY" | ||
| :"NOMAD_PROVINCE_WAR_CONTRIBUTION_MULTIPLIER" | ||
| :"WAR_CONTRIBUTION_THEOCRACY_GHW_MULT" | ||
| :"EVENT_TROOPS_SIZE_MULT" | ||
| :"OCCUPATION_PENALTY_MONTHS_DIFFERENT_RELIGION" | ||
| :"OCCUPATION_PENALTY_MONTHS_DIFFERENT_RELIGIONGROUP" | ||
| :"OCCUPATION_PENALTY_MONTHS_DIFFERENT_CULTURE" | ||
| :"OCCUPATION_PENALTY_MONTHS_DIFFERENT_CULTUREGROUP" | ||
| :"SETTLED_ADVENTURER_MODIFIER_YEARS" | ||
| :"RETINUE_TITLE_MODIFIER" | ||
| :"TERRAIN_SPEC_BONUS" | ||
| :"MAX_LEADERSHIP_TRAITS" | ||
| :"MAX_COMMANDERS_BARON" | ||
| :"MAX_COMMANDERS_COUNT" | ||
| :"MAX_COMMANDERS_DUKE" | ||
| :"MAX_COMMANDERS_KING" | ||
| :"MAX_COMMANDERS_EMPEROR" | ||
| :"LIEGE_LEVY_REINF_RATE" | ||
| :"LIEGE_LEVY_SIZE_MULTIPLIER" | ||
| :"LIEGE_FLEET_SIZE_MULTIPLIER" | ||
| :"LIEGE_LEVY_COST_MULTIPLIER" | ||
| :"LIEGE_LEVY_SUBUNIT_SIZE_CUTOFF" | ||
| :"LIEGE_LEVY_SUBUNIT_SIZE_MIN" | ||
| :"LIEGE_LEVY_VICE_ROYALTY_MULTIPLIER" | ||
| :"FORT_LEVEL_ASSAULT_THRESHOLD" | ||
| :"COMMAND_MODIFIER_MARTIAL_MULTIPLIER" | ||
| :"MAX_RIVER_MOVEMENT_FORT_LEVEL" | ||
| :"BOTTLENECK_SIZE_MODIFIER" | ||
| :"BOTTLENECK_DEFENDER_MARTIAL_MODIFIER" | ||
| :"BOTTLENECK_ATTACKER_MARTIAL_MODIFIER" | ||
| :"BOTTLENECK_CHANCE_LEADER_CAP" | ||
| :"BOTTLENECK_CHANCE_MAX" | ||
| :"BOTTLENECK_CHOKE_TROOP_CAP" | ||
| :"REBEL_LEADER_MINIMUM_LIEGE_LEVY_MULT" | ||
| :"CAPITAL_COUNTY_LIEGE_LEVY_MULT" | ||
| :"CAPITAL_DUCHY_LIEGE_LEVY_MULT" | ||
| :"CAPITAL_KINGDOM_LIEGE_LEVY_MULT" | ||
| :"CAPITAL_EMPIRE_LIEGE_LEVY_MULT" | ||
| :"OUTSIDE_LIEGE_LEVY_MULT" | ||
| :"SUPPLY_CAPACITY" | ||
| :"OUT_OF_SUPPLY_ATTRITION_BASE" | ||
| :"OUT_OF_SUPPLY_ATTRITION_INCREASE" | ||
| :"OUT_OF_SUPPLY_ATTRITION_TICK" | ||
| :"FORAGING_PILLAGE_MODIFIER" | ||
| :"MONTHS_OF_UNDECIDED_WAR" | ||
| :"MAJOR_BATTLE_WARSCORE" | ||
| :"DEATH_MORALE_DAMAGE" | ||
| :"SHATTERED_RETREAT_ENABLED_COMBAT" | ||
| :"SHATTERED_RETREAT_ENABLED_SIEGE" | ||
| :"SIMPLE_RETREAT_ENABLED_SIEGE" | ||
| :"SHATTERED_RETREAT_HOSTILE_ATTRITION" | ||
| :"SHATTERED_RETREAT_NEUTRAL_ATTRITION" | ||
| :"SHATTERED_RETREAT_FRIENDLY_ATTRITION" | ||
| :"SHATTERED_RETREAT_MOVEMENT_MULTIPLIER" | ||
| :"SHATTERED_RETREAT_MORALE_MULTIPLIER" | ||
| :"SHATTERED_RETREAT_PREFERRED_PROVINCES" | ||
| :"SHATTERED_RETREAT_MAX_PROVINCES" | ||
| :"SHATTERED_RETREAT_DISTANCE_MULTIPLIER" | ||
| :"SHATTERED_RETREAT_OWN_UNIT_MULTIPLIER" | ||
| :"SHATTERED_RETREAT_WAR_FRIEND_UNIT_MULTIPLIER" | ||
| :"SHATTERED_RETREAT_ENEMY_UNIT_MULTIPLIER" | ||
| :"SHATTERED_RETREAT_NEIGHBOUR_UNIT_MULTIPLIER" | ||
| :"SHATTERED_RETREAT_OCCUPIED" | ||
| :"SHATTERED_RETREAT_OWN_REALM" | ||
| :"SHATTERED_RETREAT_OWN_CAPITAL" | ||
| :"SHATTERED_RETREAT_WAR_FRIEND" | ||
| :"SHATTERED_RETREAT_ENEMY" | ||
| :"SHATTERED_RETREAT_SAME_RELIGION" | ||
| :"SHATTERED_RETREAT_SAME_CULTURE" | ||
| :"SHATTERED_RETREAT_SAME_GOVERNMENT" | ||
| :"SHATTERED_RETREAT_MAX_DISTANCE_DIVIDER" | ||
| :"SHATTERED_RETREAT_RANDOM" | ||
| :"SHATTERED_RETREAT_BOAT_ADJACENCY_COASTAL_BONUS" | ||
| :"MERCENARY_CREATE_LEVY_RATIO" | ||
| :"SHATTERED_RETREAT_BIG_PROVINCE_LIMIT" | ||
| :"SHATTERED_RETREAT_MAX_PROVINCE_COST" | ||
| :"SHATTERED_RETREAT_FORBIDDEN_LOOT_MONTHS" | ||
| :"MAX_WARSCORE_FROM_BATTLE_ATTACKERS" | ||
| :"MAX_WARSCORE_FROM_BATTLE_DEFENDERS" | ||
| :"USE_AUTOMATIC_CALL_TO_ARMS" | ||
| :"AUTOMATICALLY_ACCEPTS_CALL_TO_ARMS" | ||
| :"AUTOMATICALLY_ACCEPTS_COALITION_CALLS" | ||
| :"DESIRED_ALLIANCE_MULTIPLIER_STRENGTH_IN_WARS" | ||
| :"NOMAD_SUFFER_PAGAN_ATTRITION" | ||
| :"VASSALS_UNITE_AGAINST_TYRANNY" | ||
| :"FAR_CRUSADES_WITHOUT_WEIGHT_MODIFIER" | ||
| NTechnology | ||
| :"DONT_EXECUTE_TECH_BEFORE" | ||
| :"POINTS_PER_ATTRIBUTE" | ||
| :"BASE_NEIGHBOUR_SPREAD_BONUS" | ||
| :"NEIGHBOUR_SAME_RELIGON_GROUP_MULT" | ||
| :"BASE_DEMESNE_SPREAD_BONUS" | ||
| :"MAX_DEMESNE_BONUS" | ||
| :"TRADEPOST_SPREAD_BONUS" | ||
| :"SPYACTION_SPREAD_BONUS" | ||
| :"IDEAL_YEAR_LEVEL_0" | ||
| :"IDEAL_YEAR_LEVEL_8" | ||
| :"IDEAL_YEAR_AHEAD_PENALTY_INVEST" | ||
| :"PAGAN_HOME_ATTRITION_REMOVAL_LEVEL" | ||
| :"NOMAD_TRIBUTARY_LEECH_RATIO" | ||
| :"BASE_FROM_NOMAD_CAPITAL_SPREAD_BONUS" | ||
| :"BASE_TO_NOMAD_CAPITAL_SPREAD_BONUS" | ||
| NDisease | ||
| :"SMALL_TOWN_INCOME" | ||
| :"BIG_TOWN_INCOME" | ||
| :"CROWDED_THRESHOLD_MODIFIER" | ||
| :"INFECTION_CHANCE_MODIFIER_PER_SETTLEMENT" | ||
| :"INFECTION_CHANCE_MODIFIER_TRADEPOST" | ||
| :"INFECTION_CHANCE_MODIFIER_FORT" | ||
| :"INFECTION_CHANCE_MODIFIER_UNITS" | ||
| :"INFECTION_CHANCE_MODIFIER_TRADEROUTE" | ||
| :"INFECTION_CHANCE_MODIFIER_TAXES" | ||
| :"INFECTION_CHANCE_NEIGHBOURS_MODIFIER" | ||
| :"INFECTION_CHANCE_ORIGINAL_PROVINCE_MODIFIER" | ||
| :"INFECTION_CHANCE_BASE_PROVINCES_NUMBER" | ||
| :"INFECTION_CHANCE_MOST_LIKELY_PERCENTAGE" | ||
| :"INFECTION_CHANCE_COASTAL_SEAS_ARE_COUNTED" | ||
| :"INFECTION_ONLY_AFFECTS_ADJACENT_PROVINCES" | ||
| :"INFECTION_DURATION_VARIATION" | ||
| NGraphics | ||
| :"PORT_SHIP_OFFSET" | ||
| :"CITY_SPRAWL_DRAW_DISTANCE" | ||
| :"CITY_SPRAWL_SHRINK_DISTANCE" | ||
| :"CITY_SPRAWL_AMOUNT" | ||
| :"CITY_SPRAWL_NUDGE_TAX_VALUE" | ||
| :"PROVINCE_NAME_DRAW_DISTANCE" | ||
| :"MILD_WINTER_VALUE" | ||
| :"NORMAL_WINTER_VALUE" | ||
| :"SEVERE_WINTER_VALUE" | ||
| :"TREASURY_MODIFIER_ICON_FRAME" | ||
| :"NUMBER_OF_DNA_PROPERTIES" | Int | DNA字符串中的字母数(如果字符历史中缺少某些字母,则添加零)。这允许在portrait_properties.txt中添加自定义DNA帧。 |
| :"CITY_MAIN_BUILDING_LEVEL_2" | ||
| :"CITY_MAIN_BUILDING_LEVEL_3" | ||
| NEngine | ||
| :"EVENT_PROCESS_OFFSET" | ||
| :"COURTIER_EVENT_PROCESS_OFFSET" | ||
| :"COURTIERS_MTTTH_EVENTS" | ||
| :"MISSING_SCRIPTED_SUCCESSOR_ERROR_CUTOFF_YEAR" | ||
| :"MISSING_SCRIPTED_SUCCESSOR_ERROR_CUTOFF_MONTH" | ||
| :"MISSING_SCRIPTED_SUCCESSOR_ERROR_CUTOFF_DAY" | ||
| :"COURT_PRUNE_SIZE" | ||
| :"PRUNE_MINIMAL_AGE" | ||
| :"HEALTH_IMMUNITY_TO_PRUNING" | ||
| NAI | ||
| :"INTERACTION_THRESHOLD_FOR_NO" | ||
| :"INTERACTION_THRESHOLD_FOR_YES" | ||
| :"INTERACTION_MIN_DAYS_REJECTED" | ||
| :"INTERACTION_DAYS_REJECTED_RANDOM" | ||
| :"INTERACTION_OPINION_CHANGE_TO_DISCARD_REJECTION" | ||
| :"PEACEAI_INITIAL_WARSCORE_RELUCTANCE" | ||
| :"PEACEAI_STALLED_WAR_WARSCORE_INCREMENT" | ||
| :"PEACEAI_STALLED_WAR_WARSCORE_MONTHS" | ||
| :"PEACEAI_INITIAL_DEFENDER_WARSCORE_RELUCTANCE" | ||
| :"MIL_AI_COUNTER_INVADE_DISTANCE_THRESHOLD" | ||
| :"CRUSADE_CREATION_MONTH_DELAY" | ||
| :"NAVAL_INVASION_RANGE" | ||
| :"DOW_AGGRESSION_FACTOR" | ||
| :"MARRIAGE_AI_PRESTIGE_VALUE" | ||
| :"MAX_KING_TITLES_TO_CREATE" | ||
| :"MAX_EMPIRE_TITLES_TO_CREATE" | ||
| :"AI_EMPEROR_CREATES_KINGDOMS" | ||
| :"AI_EMPEROR_CREATES_VICE_ROYALTY_KINGDOMS" | ||
| :"AI_ALWAYS_CREATES_DUCHIES" | ||
| :"AI_ASSAULT_RATIO" | ||
| :"HARD_DIFF_AI_ATTRITION" | ||
| :"V_HARD_DIFF_AI_ATTRITION" | ||
| :"MINIMUM_IMPRISONED_YEARS" | ||
| :"BASE_AI_ARMY_SIZE" | ||
| :"DESIRED_CONSORTS" | ||
| :"NOMAD_DESIRED_CONSORTS" | ||
| :"RAID_MAX_REALM_SIZE" | ||
| :"RAID_AGGRESSION" | ||
| :"RAID_PREP_INV_SPARE_SAME_CULTURE" | ||
| :"RAID_SPARE_ACCEPTED_RELIGIONS" | ||
| :"TRIBAL_VASSAL_EXTRA_CALL_CHANCE" | ||
| :"TRIBAL_REPUBLIC_THRESHOLD" | ||
| :"TRIBAL_REPUBLIC_STEWARDSHIP_MODIFIER" | ||
| :"TRIBAL_REPUBLIC_GREEDY_MODIFIER" | ||
| :"TRIBAL_REPUBLIC_CHARITABLE_MODIFIER" | ||
| :"TRIBAL_REPUBLIC_INDULGENT_WASTREL_MODIFIER" | ||
| :"TRIBAL_REPUBLIC_THRIFTY_CLERK_MODIFIER" | ||
| :"TRIBAL_REPUBLIC_FORTUNE_BUILDER_MODIFIER" | ||
| :"TRIBAL_REPUBLIC_MIDAS_TOUCHED_MODIFIER" | ||
| :"TRIBAL_PRESTIGE_CALL_TRESHOLD" | ||
| :"CB_SCORE_PROVINCE_WITHOUT_SETTLEMENT_NON_NOMAD" | ||
| :"CB_SCORE_PROVINCE_WITH_SETTLEMENT_NOMAD" | ||
| :"SIEGE_SCORE_PROVINCE_WITHOUT_SETTLEMENT_NON_NOMAD" | ||
| :"SIEGE_SCORE_PROVINCE_WITHOUT_SETTLEMENT_NOMAD" | ||
| :"NOMAD_MARRIAGE_CLAN_MODIFIER" | ||
| :"NOMAD_MARRIAGE_KHAN_MODIFIER" | ||
| :"NOMAD_MARRIAGE_CLAN_SENTIMENT_MULTIPLIER" | ||
| :"NOMAD_BLOOD_OATH_CLAN_SENTIMENT_MULTIPLIER" | ||
| :"NOMAD_BLOOD_OATH_OPINION_MULTIPLIER" | ||
| :"NOMAD_BLOOD_OATH_AMBITIOUS_MULTIPLIER" | ||
| :"NOMAD_BLOOD_OATH_KHAN_MODIFIER" | ||
| :"NOMAD_DESIRED_UNUSED_MANPOWER" | ||
| :"AI_MIN_CLAN_SIZE_MULTIPLIER" | ||
| :"NOMAD_HIGH_MANPOWER_AGRESSION_MULTIPLIER" | ||
| :"NOMAD_LOW_MANPOWER_AGRESSION_MULTIPLIER" | ||
| :"NOMAD_KEEPS_BARON_TRIBAL_SETTLEMENTS" | ||
| :"NOMAD_BUILDS_TEMPLES" | ||
| :"COALITION_JOIN_THRESHOLD" | ||
| :"COALITION_LEAVE_THRESHOLD" | ||
| :"COALITION_TROOP_STRENGTH_THREAT_RATIO" | ||
| :"COALITION_SCARY_TROOP_STRENGTH_THREAT_RATIO" | ||
| :"COALITION_THREAT_MAX_DISTANCE" | ||
| :"MARRIAGE_THREATENING_FOR_THEM_MODIFIER" | ||
| :"BETROTHAL_MIN_AGE" | ||
| :"MARRIAGE_THREATENING_FOR_US" | ||
| :"MARRIAGE_LANDED_AND_NO_NAP" | ||
| :"MARRIAGE_LANDED" | ||
| :"MARRIAGE_PRIMARY_HEIR" | ||
| :"MARRIAGE_SECONDARY_HEIR" | ||
| :"MARRIAGE_CHILD_OF_RULER" | ||
| :"MARRIAGE_ALLIED_AND_NO_NAP" | ||
| :"MARRIAGE_EXISTING_NAP" | ||
| :"FACTION_EXPIRATION_MONTHS" | ||
| :"FACTION_EXPIRATION_MONTHS_RANDOMNESS" | ||
| :"FACTION_EXPIRATION_SIZE_LIEGE" | ||
| :"FACTION_EXPIRATION_SIZE_OTHER_FACTION" | ||
| :"FACTION_EXPIRED_MONTHS" | ||
| :"BASE_PERCENTAGE_CHANCE_OF_VOTING_FOR_LAW" | ||
| :"PERCENTAGE_CHANCE_OF_VOTING_FOR_LAW_PER_VOTE_CAST" | ||
| :"BASE_LAW_CHANGE_YES_DIPLOMACY" | ||
| :"BASE_LAW_CHANGE_NO_DIPLOMACY" | ||
| :"COUNCILOR_LIEGE_LAW_CHANGE_BASE" | ||
| :"COUNCILOR_LIEGE_LAW_CHANGE_IS_RULER" | ||
| :"COUNCILOR_LIEGE_LAW_CHANGE_COUNCIL_DISCONTENT" | ||
| :"COUNCILOR_LIEGE_LAW_CHANGE_MAX_SCORE" | ||
| :"COUNCILOR_LIEGE_LAW_CHANGE_VOTING_ISSUES_MULT" | ||
| :"COUNCILOR_LIEGE_LAW_CHANGE_LIEGE_OPINION_MULT" | ||
| :"EXPANDING_HORDE_TRESHOLD" | ||
| :"GO_AGAINST_COUNCIL_SCORE" | ||
| :"GO_AGAINST_COUNCIL_RATIONALITY_MODIFIER" | ||
| :"GO_AGAINST_COUNCIL_HONOR_MODIFIER" | ||
| :"GO_AGAINST_COUNCIL_AMBITION_MODIFIER" | ||
| :"GO_AGAINST_COUNCIL_GREED_MODIFIER" | ||
| :"GO_AGAINST_COUNCIL_ZEAL_MODIFIER" | ||
| :"GO_AGAINST_COUNCIL_OPINION_MODIFIER" | ||
| :"RAISE_FORCES_ENEMY_TROOP_AMOUNT" | ||
| :"CONTINUE_WAR_TRESHOLD" | ||
| :"STOP_WAR_THRESHOLD" | ||
| :"TROOP_STRENGTH_PER_TIER_ENFORCE_PEACE" | ||
| :"ASK_FOR_COUNCIL_POSITION_BASE_DESIRE" | ||
| :"ASK_FOR_COUNCIL_POSITION_DESIRE_MULTIPLIER" | ||
| :"AI_SUPPORT_PARDON_BONUS" | ||
| :"DIVINE_BLOOD_INCEST_FACTOR" | ||
| :"STATECRAFT_THREAT_THRESHOLD" | ||
| :"ADMINISTER_REALM_REALM_SIZE_THRESHOLD" | ||
| :"NOMAD_ORGANIZE_ARMY_THRESHOLD" | ||
| NFrontend | ||
| :"CAMERA_LOOKAT_X" | 相机在水平面上观察的位置 | |
| :"CAMERA_LOOKAT_Y" | 相机将观看的地图上方高度 | |
| :"CAMERA_LOOKAT_Z" | 相机在垂直平面上观察的地图位置 | |
| :"CAMERA_LOOKAT_SETTINGS_Z" | 相机在垂直平面上观察的地图位置 | |
| :"CAMERA_LOOKAT_SETTINGS_X" | 相机在水平面上观察的位置 | |
| :"CAMERA_LOOKAT_SETTINGS_Y" | 相机将观看的地图上方高度 | |
| :"CAMERA_START_X" | ||
| :"CAMERA_START_Y" | ||
| :"CAMERA_START_Z" | ||
| :"CAMERA_END_X" | ||
| :"CAMERA_END_Y" | ||
| :"CAMERA_END_Z" | ||
| :"TIME_FROZEN" | ||
| :"GUI_MOVE_SPEED" | ||
| :"MAX_ZOOM_LEVEL" | ||
| :"FADE_IN_DONE_TIME" | ||
| :"GUI_START_MOVE_TIME" | ||
| :"CAMERA_START_MOVE_TIME" | ||
| :"CAMERA_SPEED_IN_MENUS" | ||
| :"FRONTEND_POS_X" | The position of the camera in the horizontal plane | |
| :"FRONTEND_POS_Y" | The Height of camera | |
| :"FRONTEND_POS_Z" | The position of the camera in the vertical plane | |
| :"FRONTEND_LOOK_X" | 相机在水平面上观察的位置 | |
| :"FRONTEND_LOOK_Y" | 相机将观看的地图上方高度 | |
| :"FRONTEND_LOOK_Z" | 相机在垂直平面上观察的地图位置 | |
| :"SETTINGS_POS_X" | The position of the camera in the horizontal plane | |
| :"SETTINGS_POS_Y" | The Height of camera | |
| :"SETTINGS_POS_Z" | The position of the camera in the vertical plane | |
| :"SETTINGS_LOOK_X" | 相机在水平面上观察的位置 | |
| :"SETTINGS_LOOK_Y" | 相机将观看的地图上方高度 | |
| :"SETTINGS_LOOK_Z" | 相机在垂直平面上观察的地图位置 | |
| :"MP_OPTIONS_POS_X" | The position of the camera in the horizontal plane | |
| :"MP_OPTIONS_POS_Y" | The Height of camera | |
| :"MP_OPTIONS_POS_Z" | The position of the camera in the vertical plane | |
| :"MP_OPTIONS_LOOK_X" | 相机在水平面上观察的位置 | |
| :"MP_OPTIONS_LOOK_Y" | 相机将观看的地图上方高度 | |
| :"MP_OPTIONS_LOOK_Z" | 相机在垂直平面上观察的地图位置 | |
| :"CREDITS_POS_X" | The position of the camera in the horizontal plane | |
| :"CREDITS_POS_Y" | The Height of camera | |
| :"CREDITS_POS_Z" | The position of the camera in the vertical plane | |
| :"CREDITS_LOOK_X" | 相机在水平面上观察的位置 | |
| :"CREDITS_LOOK_Y" | 相机将观看的地图上方高度 | |
| :"CREDITS_LOOK_Z" | 相机在垂直平面上观察的地图位置 | |
| NEndGame | ||
| DYN1_SCORE | ||
| DYN1_ID | ||
| DYN2_SCORE | ||
| DYN2_ID | ||
| DYN3_SCORE | ||
| DYN3_ID | ||
| DYN4_SCORE | ||
| DYN4_ID | ||
| DYN5_SCORE | ||
| DYN5_ID | ||
| DYN6_SCORE | ||
| DYN6_ID | ||
| DYN7_SCORE | ||
| DYN7_ID | ||
| DYN8_SCORE | ||
| DYN8_ID | ||
| DYN9_SCORE | ||
| DYN9_ID | ||
| DYN10_SCORE | ||
| DYN10_ID | ||
| DYN11_SCORE | ||
| DYN11_ID | ||
| DYN12_SCORE | ||
| DYN12_ID | ||
| DYN13_SCORE | ||
| DYN13_ID | ||
| DYN14_SCORE | ||
| DYN14_ID | ||
| DYN15_SCORE | ||
| DYN15_ID | ||
| NRulerDesigner | ||
| "BASE_ATTRIB" | ||
| "BASE_AGE" | ||
| "BASE_FERTILITY" | ||
| "BASE_HEALTH" | ||
| "COST_ATTRIB" | ||
| "COST_SON" | ||
| "COST_DAUGHTER" | ||
| "COST_MARRIED" | ||
| "COST_FERTILITY" | ||
| "COST_HEALTH" | ||
| "COST_COMBAT_RATING" | ||
| "COST_MONTHLY_PRESTIGE" | ||
| "COST_MONTHLY_PIETY" | ||
| "COST_MONTHLY_WEALTH" | ||
| "COST_GLOBAL_TAX" | ||
| "COST_CHURCH_OPINION" | ||
| "COST_SPOUCE_OPINION" | ||
| "COST_SEXAPPEAL_OPINION" | ||
| "COST_DYNASTY_OPINION" | ||
| "COST_VASSAL_OPINION" | ||
| "COST_LIEGE_OPINION" | ||
| "COST_INFIDEL_OPINION" | ||
| "COST_OPPOSITE_TRAIT_OPINION" | ||
| "COST_SAME_TRAIT_OPINION" | ||
| "COST_SAME_RELIGION_OPINION" | ||
| "COST_AMBITION_OPINION" | ||
| "COST_GENERAL_OPINION" | ||
| "COST_MUSLIM_OPINION" | ||
| "COST_JEWISH_OPINION" | ||
| "COST_CHRISTIAN_OPINION" | ||
| "COST_ZOROASTRIAN_OPINION" | ||
| "COST_TRIBAL_OPINION" | ||
| "COST_UNREFORMED_TRIBAL_OPINION" | ||
| "COST_MORALE_OFFENCE" | ||
| "COST_MORALE_DEFENCE" | ||
| "COST_DEFENCE" | ||
| "MAX_AGE" | ||
| (同样不确定,但可能是NRulerDesigner,不过我不太相信) | ||
| "START_YEAR" | ||
| "START_MONTH" | ||
| "START_DAY" | ||
| "START_CHARACTER" | ||
| "FIRST_EVENT" | ||
| "HAS_WIFE_EVENT" | ||
| "ANGRY_VASSAL" | ||
| "REVOLT_PROVINCE" | ||
| "REVOLT_EVENT" | ||
| "TOG_REVOLT_EVENT" | ||
| "COMBAT_EVENT" | ||
| "AFTER_REVOLT_EVENT" | ||
| "FABRICATE_CLAIM_PROVINCE" | ||
| "FABRICATE_CLAIM_EVENT" | ||
| "HAS_CLAIM_EVENT" | ||
| "WAR_EVENT" | ||
| "SIEGE_EVENT" | ||
| "CAN_PEACE_EVENT" | ||
| "PEACE_TRETIES_EVENT" | ||
| "AFTER_PEACE_EVENT" | ||
| "FIRST_INTRIGUE_CHARACTER" | ||
| "FIRST_INTRIGUE_EVENT" | ||
| "SECOND_INTRIGUE_CHARACTER" | ||
| "SECOND_INTRIGUE_EVENT" | ||
| "AFTER_INTRIGUE_EVENT" | ||
| "FACTION_CHARACTER" | ||
| "FACTION_EVENT" | ||
| "OVER_DEMESNE_LIMIT_EVENT" | ||
| "OVER_VASSAL_LIMIT_EVENT" | ||
| "TECHNOLOGY_EVENT" | ||
| "HAS_SON_EVENT" | ||
| "HAS_DAUGHTER_EVENT" | ||
| "HAS_SON_AFTER_DAUGHTER_EVENT" | ||
| "DEATH_AGE" | ||
| "DEATH_EVENT" | ||
| "INCAPABLE_EVENT" | ||
| "CAN_EDUCATE_HEIR_EVENT" |
| 历史 | 角色 • 家族 • 省份 • 头衔 • 剧本 |
| 脚本 | 指令 • 条件 • 作用域 • 修正 • 事件 • 决议 |
| 常规 | 定义 • 游戏规则 • 另类开局 • 宗教 • 文化 • 政体 • 特质 • 血脉 • 科技 • 法律 • 建筑 • 宣战理由 • 朝贡国 • 单位 • 目标 • 疾病 • 死亡 • 荣誉头衔 • 社团 • 宝物 • 地图外政权 • 内阁成员 • 贸易路线 • 继承 • 奇观 • 称号 |
| 图像/音效/本地化 | 地图 • 图形 • 盾徽 • 肖像 • 界面 • 小地图 • 音乐 • 本地化 |
| 其他 | 故障排除 • 验证器 • 控制台指令 • 编辑游戏存档 • Steam创意工坊 • EU4转档器模组制作 |
AttritionCombatCouncilDe jureDecadenceDecision moddingDiplomatic actionsEU4转档器模组制作EducationFactionsFavorsModifierObjectivesPatch 2.4Portrait moddingRaidingReligion moddingRetinuesSiegeSteam创意工坊ThreatTraitsWarscore事件模组制作作用域修正内阁成员模组制作决议模组制作剧本模组制作单位模组制作历史模组制作另类开局模组制作图形模组制作地图外政权模组制作地图模组制作头衔模组制作奇观模组制作宗教模组制作宝物模组制作宣战理由模组制作家族模组制作小地图模组制作建筑模组制作指令控制台指令政体模组制作故障排除文化模组制作朝贡国类型模组制作本地化条件模组制作死亡模组制作法律模组制作游戏规则模组制作特质模组制作界面模组制作疾病模组制作目标模组制作盾徽模组制作