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定义


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。

Configuration

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

List of defines

以下是定义列表,按功能分组,并以定义的数值单位为单位。

Life

Age static modifiers

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。

Birth

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。

Childhood

主条目:Education
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

Adulthood

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.

Traits

主条目:Traits
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

Objectives

主条目:Objectives
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.

Marriage

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

Death

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

Realm

Vassal opinion

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

De jure drift

主条目:De jure
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

Demesne limit

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

Vassal limit

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

Short reign

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


Council

主条目:Council
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。

Laws

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

Succession laws

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。
Papal succession
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
Patrician elective
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)
Feudal elective
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。

Claims

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。

Factions

主条目:Factions
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

Revolts

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

Governments

Key Unit Description
NDefines.NCharacter.WRONG_GOV_FORM_TAX_MOD = -0.75
NDefines.NCharacter.WRONG_GOV_FORM_LEVY_MOD = -0.75
Merchant republics
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)
Nomadism
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)
Tribal
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

Warfare

Threat

主条目:Threat
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。

Defensive pacts

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

Armies

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

Attrition

主条目:Attrition
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

Combat

主条目:Combat
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

Sieges

主条目:Siege
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。

Warscore

主条目:Warscore
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

Mercenaries

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。

Retinues

主条目:Retinues
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.

Raiding

主条目:Raiding
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

Dynasty

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)。

Landed kin prestige

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。

Decadence

主条目:Decadence
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

Interactions

Opinion

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

Favors

主条目:Favors
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

Diplomacy distance

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

Diplomatic actions

主条目:Diplomatic actions
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.
List of interactions
  • IMPRISON_CHARACTER_INTERACTION
  • RELEASE_FROM_PRISON_INTERACTION
  • EXECUTE_IMPRISONED_INTERACTION
  • EXILE_IMPRISONED_INTERACTION
  • RETIRE_TO_MONASTERY_INTERACTION
  • DEMAND_RELIGIOUS_CONVERSION_INTERACTION
  • INVITE_TO_COURT_INTERACTION
  • TRANSFER_VASSAL_INTERACTION
  • CLAIM_TITLE_INTERACTION
  • REVOKE_TITLE_INTERACTION
  • AWARD_HONORARY_TITLE_INTERACTION
  • REVOKE_HONORARY_TITLE_INTERACTION
  • ASSIGN_VOTER_TITLE_INTERACTION
  • REVOKE_VOTER_TITLE_INTERACTION
  • SEND_ASSASSIN_INTERACTION
  • DECLARE_WAR_INTERACTION
  • OFFER_PEACE_INTERACTION
  • SEND_GIFT_INTERACTION
  • OFFER_VASSALIZATION_INTERACTION
  • ASK_FOR_VASSALIZATION_INTERACTION
  • ARRANGE_BETROTHAL_INTERACTION
  • BREAK_BETROTHAL_INTERACTION
  • OFFER_SUCCESSION_MARRIGE_INTERACTION
  • OFFER_MARRIGE_INTERACTION
  • RANSOM_CHARACTER_INTERACTION
  • EDUCATE_CHARACTER_INTERACTION
  • ABANDON_AMBITION_INTERACTION
  • STOP_BACKING_AMBITION_INTERACTION
  • JOIN_AMBITION_INTERACTION
  • GRANT_LANDED_TITLE_INTERACTION
  • GRANT_VICE_ROYALTY_INTERACTION
  • SETTLE_ADVENTURER_INTERACTION
  • APPOINT_TO_OFFICE_INTERACTION
  • RESIGN_FROM_OFFICE_INTERACTION
  • APPOINT_COMMANDER_INTERACTION
  • RESIGN_COMMANDER_INTERACTION
  • RESIGN_AS_COMMANDER_INTERACTION
  • ASK_FOR_INVASION_INTERACTION
  • ASK_FOR_DIVORCE_INTERACTION
  • DIVORCE_INTERACTION
  • ASK_FOR_EXCOMMUNICATION_INTERACTION_MONEY
  • CALL_ALLY_INTERACTION
  • ASK_TO_LIFT_EXCOMMUNICATION_INTERACTION
  • ASK_TO_RANSOM_CHARACTER_INTERACTION
  • ASK_TO_JOIN_WAR_INTERACTION
  • RELEASE_VASSAL_INTERACTION
  • ASK_TO_EMBARGO_INTERACTION
  • PREPARE_INVASION_INTERACTION
  • MAKE_CONSORT_INTERACTION
  • DISMISS_CONSORT_INTERACTION
  • RETRACT_VASSAL_INTERACTION
  • ASK_FOR_MONEY_INTERACTION
  • ASK_FOR_CLAIM_INTERACTION
  • ASK_FOR_CRUSADE_INTERACTION
  • NOMINATE_BISHOP_TO_POPE_INTERACTION
  • ABSORB_CLAN_INTERACTION
  • SPLIT_CLAN_INTERACTION
  • FORM_BLOOD_OATH_INTERACTION
  • SETTLE_FEUD_INTERACTION
  • FORM_ALLIANCE_INTERACTION
  • DISSOLVE_ALLIANCE_INTERACTION
  • START_COALITION_INTERACTION
  • LEAVE_COALITION_INTERACTION
  • BUY_FAVOR_INTERACTION
  • REQUEST_SUPPORT_INTERACTION
  • CALL_IN_FAVOR_INTERACTION
  • REPLACE_MERCENARY_CAPTAIN_INTERACTION
  • STOP_ENFORCE_PEACE_INTERACTION
  • ASK_TO_DECLARE_WAR_INTERACTION
  • FORM_NON_AGGRESSION_PACT_INTERACTION
  • FORCE_JOIN_FACTION_INTERACTION
  • ASK_REALM_PEACE_INTERACTION
  • ASK_COUNCIL_POSITION_INTERACTION
Send gift
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。
Create title
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
Usurp title
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。
Declare war
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。
Banish/Exile
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
Grant independence
Key Unit Description
NDefines.NDiplomacy.RELEASE_VASSAL_TRUCE_DAYS = 3650 Days Truce with vassal after granting independence.
Release prisoner
Key Unit Description
NDefines.NDiplomacy.RELEASE_PRISONER_PIETY = 5 释放囚犯时,这种虔诚度会获得。
Assassination
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。

Interface

Portraits

主条目:Portrait modding
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.

Misc

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。


To Sort

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"
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