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编辑游戏存档

本页面旨在协助编辑CKII存档文件。在编辑存档文件之前,强烈建议你先复制相关文件。编辑时犯的简单错误都可能让存档无法播放。存档编辑在游戏上是不可能的 ironman.

File locations

  • Mac: ~/Documents/Paradox Interactive/Crusader Kings II/save games/
  • Linux: ~/.paradoxinteractive/Crusader Kings II/save games/
  • Windows: C:\Users\YOURNAME\Documents\Paradox Interactive\Crusader Kings II\save games

除非你在保存时取消勾选该框,否则存档文件会被压缩(ZIP格式)。自动存档和快速存档不会被压缩。存档文件的编码是Windows-1252。

Editing Characters

游戏中的任何角色都可以非常轻松地编辑。角色的任何方面,包括属性、特质和声望/虔诚度都可以更改。你可以在记事本里打开存档,但加载起来会花几分钟。因此推荐使用更高级的文本编辑器,如 Notepad++。

要编辑角色,你必须先在文件中找到他们。玩家角色的 ID 可以在存档文件的最顶部找到。在非铁人三项游戏中,可以通过使用 charinfo console command.有了字符ID,用Ctrl+F搜索文档,输入字符ID,再输入=。

(EXAMPLE: 31443=)

如果你不知道这个数字,只需搜索角色名字,并交叉核对出生日期、父母名字或特征等信息(这需要知道特征代码)。如果角色名字不常见,这会容易很多。

(EXAMPLE: bn="charactername")

The section below, Save File Contents可以帮助你判断自己是否在正确的位置。

一旦找到你想要的角色,你可以编辑他们的任何特征。像生命值、基础属性和生育率这样的数值很容易被更改。 Traits 必须使用他们的数字ID添加,而非实际姓名。

如果你的角色已经移动了首都,并且你想让他们再次移动,可以把“moved_capital”变量从“否”改成“是”,然后在游戏中选择新的首都。如果你的有地儿子继承你的财产,这非常有帮助,因为继承会让他们更换首都。鉴于统治者通常会因儿子无地而受到声望惩罚,大多数玩家选择给他们土地,但父亲去世后发现他们只能留在当前的首都。

Marriage

要创建婚姻,你需要两个角色ID。你必须搜索每个字符并添加这句话:

spouse = ID

其中 ID 是其他字符的 ID。这将游戏中的两个角色结合起来。对于非母系婚姻的免费离婚,只需删除此部分即可。要离婚母系婚姻,你还需要删除下面列出的部分。

Matrilineal marriage

如果你想要母系婚姻,你需要在存档文件的关系={}部分添加内容。举个例子,假设丈夫身份证为1500,妻子身份证为2800。再加到关系部分:

relation=

{

...

diplo_1500= 

{

	2800=

	{

		succession=yes

	}

}

...

如果你想把母系婚姻变成正常婚姻,只需找到并删除那些话。

Save File Contents

这是存档文件中内容的顺序。这可以帮助用户导航他们试图访问的文件区域。

Player information

version # game's patch when saved

date # game’s date when saved

player= # brackets containing player’s information

{

	id # player’s character’s ID

	type # 

}

player_realm # player’s main province title ID



# Following information duplicate those found in player's character information

player_name # player’s name (<=> Character’s name + nickname)

player_age # character’s age

player_portrait= # list infos on player’s character

{

	fem # no: male, yes: female

	dna # charater’s DNA

	properties # 

	religion # religion

	culture # culture

	government # government type

	dynasty # dynasty ID

}

is_zeus_save # 

game_rules= # 

{

	alternate_start # 

}

game_speed # game’s speed (0: Paused, 4: Max)

mapmode # 

playthrough_id # 

Dynamic titles

dyn_title # information on titles that are dynamic (for rebels, nomad, etc.)

{

	title # Province title ID (dynamic)

	base_title # title associated with this dynamic title (e.g. if duke of “X” rebels, here will be written “X”)

	is_custom # only appear if yes. yes: title specifically created for this game

	is_dynamic # yes: is dynamic

}

Game information

Unit # 

sub_unit #

start_date # game’s start date

flags= # list of global events and date at which they were triggered

{

	[…]

}

vars= # list of specific variables, with self-explanatory titles

{

	global_amount_of_times_china_civil_war

	global_amount_of_times_china_expansionist_policy

	global_amount_of_times_china_famine

	global_amount_of_times_china_jurchen_invasion

	global_amount_of_times_china_mongol_invasion

	global_amount_of_times_china_plague

	global_amount_of_times_china_stable

	global_amount_of_times_china_unrest

	global_children_of_destiny_bloodlines_founded

	global_children_of_destiny_on_birth

	global_china_change_to_expansionist_count

	global_deaths_in_battle

	global_miracle

	global_raiding_adventurer_recruit_troops

	global_raiding_adventurer_spawn_by_courtier_MTTH

	global_raiding_adventurer_spawn_by_displacement

	global_raiding_adventurer_spawn_by_jurchen_invasion

	global_saint_number

	global_temp_policy_years

	global_temp_status_years

}

saved_event_target= #

{

	#

}

Dynasties

For more information: dynasty modding.

dynasties=

{

	# == Non historical (created for this particulier game) dynasties ==

	10290905= # dynasty’s ID

	{

		name # name of dynasty (i.e. character’s last name

		culture # original culture of dynasty. Useless in-game as used to determine if it will appear as a random name in the Ruler Designer

		religion # original religion of dynasty. Useless

		is_modified=yes #only appear if yes. yes: name of dynasty was modified by player

		coat_of_arms= # For more information: coats of arms modding

		{

			data= # appearance of coat of arms

			{

				3 1 0 6 14 5 5 1 0 6 14 5 5 1 0 6 14 5 5 1 0 6 14 5 5 

			}

			religion # type of coat of arms

		}

		set_coat_of_arms=yes # only appear if yes. yes: coat of arms was set manually by player

	}

	

	# Note on Historical dynasties ("de Valois", etc.)

	25= # dynasty’s ID

	{

		coat_of_arms= # only coat of arms is available

		{

			data=

			{

				0 0 0 21 6 13 13 

			}

			religion

		}

	}

}

Characters

For more information: character modding.

character=

{

	987898= # character’s ID

	{

		bn # birth name

		name # current name (for instance Papal name)

		nick # nickname

		fem # only appear if yes. yes: character is a woman

		pi # only appear if yes

		b_d # birth date

		d_d # death date – if appear, then character is considered in game as dead

		c_d # cause of death

		fat # character’s father’s ID – only appear if applicable

		rfat # character ID of real father – only appear if applicable

		mot # character’s mother’s ID – only appear if applicable

		spouse # spouse or husband character’s ID. If multiple, then character has had multiple spouse, in the order which they appear

		kill_list  # list information on all character’s kill

		{ 	

			{ # one set of brackets per kill

				id # killed character’s id

				type # killed character’s type

			} 

 				

		} 	

		att # attributes

		tr # traits

		rel # religion – does not appear if government make it unnecessary, e.g. if muslim_government and religion is sunni 

		secret_religion # secret religion – only appear if applicable

		cul # culture – does not appear if unnecessary

		g_cul # graphic culture (character’s appearance) – does not systematically appear

		dnt # dynasty’s ID – appear only if applicable

		dna # DNA

		prp # properties

		gov # government type – only appear if character has a title

		fer # fertility

		health # health

		lover # ID of character that is a lover of current character

		prs # prestige

		piety # piety

		bstd=yes # only appear if yes. yes: character is a bastard

		player=yes # only appear if yes. yes: is player’s character

		player_name=MrHuman # only appear if player’s character. Name of player (MrHuman by default for single player)

		claim # information on one of character’s claims – only appear if applicable

		{ 	

			title # Claimed title’s ID

			pressed=yes # only appear if yes. yes: pressed claim

			weak=yes # only appear if yes. yes: weak claim

		} 

		job # character’s job (marshal, spymaster, etc.) – only appear if applicable

		title # specific title (commander, consort, etc.) – only appear if applicable

		wealth # money

		emp # liege’s character ID

		host # character ID of host (i.e. for which current character is a courtier) or jailer

		imprisoned # date since which character is imprisoned

		guardian # character ID of guardian

		in_hiding=yes # only appear if yes. yes: character is in hiding

		known_plots # list ID of characters whose plots are known but current character

		{

		

		}

		emi #

		eme #

		eyi #

		eypi #

		lgr= #leger – only appear if character has a title

		{

			lastmonthincometable # income over the last months

			lastmonthexpensetable # expenses over the last months

			lastmonthincome # last month income

			lastmonthexpense # last month expense

		}

		flags= # list of character’s events and date at which they were triggered

		{

			recieved_royal_marriage_aid_duty=1441.2.3

		}

		vars= #list of specific variable

		{

			physique_variable=-2.000

		}

		md= # modifier

		{

			modifier # name of modifier

			hidden=yes # only appear if yes. yes: is not displayed

		}

		action # action as member of council (train troops, etc.)

		acdate # action start date

		acloc #

		ambition_date # date at which ambition was set

		focus_date # date at which focus was set

		plot_date # date at which plot was set

		cpos # council position (loyalist, etc.)

		cpos_start # date at which council position was set

		score # character’s score

		war_target # ID of character with which current character is at war 

		society #  ID of the society character is part of – only appear if applicable

		dmn= # domain information – only appear if character has a title

		{

			army

			{

			}

			navy

			{

			}

			capital # capital of domain

			liege_troops= # troops by type

			{

				li={18.850 25.375}

				hi={15.950 39.875}

				pi={2.150 5.375}

				lc={1.050 2.625}

				ar=1.750

			}

			raised_liege_troops= # raised levy

			{

				504504 

			}

			my_liegelevy_contribution=75 #

		}

		character_player_data # player’s chronicle 			

		{ 				

			chronicle_collection 			

			{ 			

				chronicle # chronicle for one character 

				{ 		

					chronicle_chapter # chronicle for one year 

					{ 	

						chronicle_entry  # chronicle on one entry

						{ 

							text # text

							picture # picture from a predetermined set

							portrait # ID of portraited character

							portrait_culture # type of portrait depending on culture

							portrait_title_tier # type of portrait depending on tier of title

							portrait_government # type of portrait depending on government type

						} 

						year # year of entry

					}

					character # character’s ID

				} 

				chronicle_position

				chapter_position

				entry_position

				chronicle_icon_lit

			}

		}

		retrat #

	}

}

Delayed events

delayed_event=

{

	event= # events ID

	days= # number of days before events happen

	scope= # scope information

	{

		seed #

		char # character ID

		from= 

		{

			seed #

			char # character ID

			root=

			{

				# delayed events can be recursive

			}

		}

	}

}

Relations

relation=

{

	rel_987898= # relations of character 987898

	{

		959480= # relation of character 987898 with character 959480

		{

			opinion_decreased_council_power= # modifier

			{

				d # end date

			}

			ry=4 # reigned years, determining the short or long reign opinion modifier 

		}

	}

}

ID

id=

{

	id  #

	type #

}

Religion

religion=

{

	catholic=

	{

		last_crusade # date of last crusade

		parent # parent religion. If none, "noreligion"

		was_heresy=no # religion was an heresy or not

		authority= # modifier on religion’s authority

		{

			modifier # ID of modifier

			d # end date

		}

		authority=

		{

		}

		holy_sites= # list of baronies that are regarded as holy site by religion

		{

			b_koln b_sutri b_sansebastian b_santiago b_jerusalem b_canterbury 

		}

		bloodline=

		{

			1 2 8 9 10 11 12 14 # 

		}

}

Religion Group

religion_group=

{

}

Culture

culture=

{

}

Culture Group

culture_group=

{

}

Provinces

For more information: province modding.

provinces=

{

	1= # province id

	{

		vars= # list of specific variables

		{

			prosperity_value=243.000

		}

		name="Vesturland" # name of provinces as displayed in-game

		culture=Norwegian # province culture

		religion=catholic # province religion

		max_settlements # max number of holdings

		modifier= # modifier – one by set of brackets

		{

			modifier # name of modifier

			date # end date

		}

		b_reykjavik= # name of holding

		{

			type=castle # type of holding

			date # date of creation

			build_time #

			# You find here the list of buildings and there level, e.g.:

			ca_shipyard_1=yes # shipyard, level 1

			levy= # amounts for levy

			{

				li=503.000

				hi=1019.000

				pi=132.000

				lc=397.000

				ar=159.000

				ga=27.000

			}

		}

		technology=

		{

			tech_levels # tech levels

		}

		loot # amount that can be looted

		primary_settlement="b_reykjavik" # primary holdings, i.e. the one that is held when holding the province

	}

}

Bloodline

bloodline=

{

	0= # ID of bloodline

	{

		type # type of blood line

		name # name of bloodline (not name of dynasty)

		desc # description of bloodline 

		owner # founder bloodline

		flags= # list of flags relating to this bloodline, and the date at which they happen

		{

		}

		created # date of creation

		member # character ID of member

		inheritance # type of inheritance (matrilineal, etc.)

		allow_bastards=yes # only appear if yes. yes: bastards inherit bloodline

	}

}

Title

For more information: title modding.

title=

{

	e_rebels= # province title ID

	{

		# == FOR LIEGE ==

		# Either:

		liege # province title ID for liege

		# Or:

		liege=

		{

	 		title # Province title ID (dynamic)

		 	base_title # title associated with this dynamic title (e.g. if duke of “X” rebels, here will be written “X”)

	 		is_custom # only appear if yes. yes: title specifically created for this game

		 	is_dynamic # yes: is dynamic

		}

		

		religion # 

		holder # character ID of current holder

		name # custom name, only appear if applicable

		custom_name=yes # only appear if yes. yes: name was changed by player

		adjective # adjective related to the province

		succession # type of succession

		gender # authorized gender for succession

		# == Hereafter are listed the laws, and there level ==

		law="agnatic_succession" 

		law="succ_open_elective"

		law="centralization_0"

		law="law_voting_power_0"

		law="war_voting_power_0"

		law="revoke_title_voting_power_0"

		law="imprison_voting_power_0"

		law="grant_title_voting_power_0"

		law="banish_voting_power_0"

		law="execution_voting_power_0"

		law="out_of_realm_inheritance_law_0"

		law="revoke_title_law_0"

		law="ze_administration_laws_0"

		law="tax_levy_law_feudal_4"

		law="tax_levy_law_republic_4"

		law="tax_levy_law_theocracy_4"

		law="tax_levy_law_tribal_4"

		law="status_of_women_0"

		law="vice_royalty_0"

		law="succession_voting_power_0"

		law="vassal_wars_law_0"



		coat_of_arms= # coat of arms of province, only customable for holdings

		{

			data= # appearance of coat of arms

			{

				0 0 0 1 7 1 9 

			}

			religion # type of coat of arms

		}

		de_jure_law_changer # ID of character who changed de jure law

		de_jure_law_change # date at which de jure law was changed

		de_jure_law_changes # number of changes of de jure law

		normal_law_changer # ID of character who changed normal law

		normal_law_change # date at which normal law was changed

		last_change # date of last event (change of owner)

		previous= # previous owners: list of character IDs

		{

		}

		set_allow_title_revokation #

		set_investiture #

		history= #history of province

		{

			769.1.1= # date of event

			{

				# EITHER:

				holder # character ID of holder during event

				# OR:

				holder=

				{

					who # character ID of holder during event

					type # type of event (election, etc.)

				}

			}

		}

		de_jure_liege # de jure liege, applicable to all except holdings and empire 

		de_jure_ass_years # number of years since province started to be assimilated by another province (assimilated when it reaches 100)

		assimilating_liege # province assimilating (future de jure liege)

		law_vote_date # date at which a vote for change of law happened 

		law_change_timeout # date where law can again be changed

		infamy= 	

		{ 	

			total_infamy # current total of infamy

			history= 

			{ 

				name # description of cause of infamy

				value # amount of infamy

			} 

		}

	}



	'# == SPECIFICITIES OF DYNAMIC PROVINCES ==

	k_dyn_reb_968442=

	{

		dynamic=yes # only appear if yes. yes: is dynamic, i.e. is specific to that game

		landless=yes # only appear if yes. yes: title is not associated with a county

		title # character’s title when holding province

		title_female # character’s title when holding province (female)

		foa # Gives localization key for holder's form of address if non-standard (e.g. "My Captain")

		capital=472 # capital of the province

		color={90 24 36 } # color of the province

		holding_dynasty=7215 # dynasty holding that title

		temporary=yes # only appear if yes. yes: is only temporary

		major_revolt=yes # only appear if yes. yes: province is rebelling

		base_title # title on which is based the province

	}

}

Active ambition / Active focus

active_ambition= / active_focus=

{

	type # type of ambition or focus

	scope=

	{

		seed #

		char # character ID

		from=

		{

			seed #

			char # character ID

		}

	}

	parent_scope=

	{

		seed

		char # character ID

	}

	backer # character ID of backer

	auto_invite=yes # only appear if yes. yes: auto invite character to these ambition

}

Nomad

nomad=

{

	k_dyn_925429= # dynamic province title

	{

		population # amount of population

		manpower # manpower

		technology=

		{

			tech_levels= # tech levels

		}

	}

}

Combat

combat=

{

}

War

war=

{

	name=""

	history=

	{

	}

}

Active war

active_war=

{

	name=""

	history=

	{

	}

}

Coalition

coalition=

{

	coalition_target_title # province title ID of target

	coalition_target # character ID of target

	coalition_member=

	{

		# list of character IDs of members of coalition 

	}

}

Previous wars

previous_war=

{

	# list of IDs of previous wars

}

Outbreak

next_outbreak_id # ID of disease where next disease will outbreak

dont_break_out_again_entity= # information on disease which should not happen next

{

	disease # disease ID

	timeperiod # [years?] before this disease can again happen

}

disease_outbreak= # information on disease that already started

{

	start_date # outbreak date

	outbreak_id # disease id

	origins_province # province id where the outbreak happened

	disease_period=

	{

		#

	}

	provinces=

	{

		# list of provinces where there is currently an outbreak

	}

	past_provinces=

	{

		# list of provinces where there was an outbreak

	}

	active #if yes, is currently active. If no, is a past outbeak

}

Disease

disease= 

{

	disease_tuberculosis= #type of desease

	{

		active=yes # is disease active or not

	}

}

Character history

character_history={ # list of characters played by player, as they appear on score panel

	{

		identity # character ID

		date # date where they started their reign

		score # score

	}

}

Nomad relation

nomad_relation=

{

	k_dyn_947877 # relations of title k_dyn_947877

	{

		k_dyn_947877= # relation of title k_dyn_947877 with title k_dyn_947877

		{

			clan_opinion_created= # modifier

			{

				d # end date of event

			}

		}

	}

}

Other information

playthrough_duration # number of in-game days since game started

character_action #

Society

society=

{

	0= # ID of society

	{

		member= # information on one member of society

		{

			character # character ID

			society_rank # rank in society

			society_currency # 

			days_in_society # days since joining society

			days_at_current_society_rank # days since reach this rank in society

		}

		modifier= # modifier – one by set of brackets

		{

			modifier # name of modifier

			date # end date

		}

		society_leader #character ID of society leader

		type # type of society

	}

}

Artifacts

artifacts=

{

	33554432= # artifact id

	{

		type # type of artifact

		name # name of artifact

		desc # description of artifact

		owner # character ID of current owner

		org_owner # character ID of original owner

		flags= # list of flags and date at which they were triggered

		{

			trophy=1078.5.27

		}

		created # date of creation

		obtained # date at which it was obtained by current holder

		equipped # is equipped by character or not

		active # is active or not

		history=

		{

			860636=1322.3.28 # character ID and date of obtention

		}

	}

Offmap Powers

offmap_powers=

{

	0= # ID of offmap power

	{

		type # type of offmap power

		holder # character ID of current holder

		prev_holder # character ID of previous holder

		prev_policy # previous policy

		cur_policy # current policy

		policy_change # date of change of policy

		prev_status # previous status

		cur_status # current status

		status_change # date of change of status

		flags= # list of flags and date at which they were triggered

		{

			china_had_plague=1386.6.4

		}

		names= # 

		{

			china_china shu_china yuan_china 

		}

		likes # what does the current power likes currently

		dislikes # what does the current power dilikes currently

		temple_list #

		temple_name #

		temple_indices=

		{

		}

		history= #history of offmap power

		{

			769.1.1= # date of event

			{

				# EITHER:

				holder # character ID of holder during event

				# OR:

				holder=

				{

					who # character ID of holder during event

					type # type of event (election, etc.)

				}

			}

		}

	}

}

Wonder Upgrade

wonder_upgrade=

{

	0= # ID of wonder’s upgrade

	{

		type # type of wonder’s upgrade

		completed # is wonder’s upgrade built or not

		active=yes # is wonder’s upgrade active or not

		progress # [completion?]

		wonder # ID of wonder related to that upgrade

		construction_paused=no # is construction posed

		name # name of wonder’s upgrade

		desc # description of wonder’s upgrade

		flags= # list of flags and date at which they were triggered

		{

		}

	}

}

Wonder

wonder=

{

	16777216= # ID of wonder

	{

		type # type of wonder

		province # ID of province where wonder is located

		name # name of wonder

		desc # description of wonder

		wonder_upgrade=

		{

			# List of IDs of wonder upgrade 

		}

		construction_history= # List of EVENTS relating to the wonder

		{

			{

				type # type of construction

				wonder_historical_event_character # ID of character that started the events

				wonder_historical_event_date #

				province # province where the event happened

				new_name # name after event – in case of change of name

				old_name # name before event – in case of change of name

				custom_history #

				wonder_stage # stage of wonder at the time

				wonder_upgrade # type of upgrade – in case of construction of an update

			}

		}

		upgrade_slots # 

		stage=1 # current stage 

		progress # progress until next stage

		construction_paused=no # is construction paused

		is_damaged=no # is wonder damaged

		is_being_looted=no # is wonder being looted

		is_being_restored=no # is wonder being restored

		restoration_paused=no # is restoration paused

		historical=no # is the wonder historical

		active=yes # is it currently active

		is_constructing # is it construction

		looting_progress # progress of looting

		restore_progress # progress of restoration

		custom_name=yes # yes: name was changed by player

		custom_desc=no # yes: description was changed by player

		background # background image (depends on province)

		background_frame_number # type of background frame

		model # model on image

		update_model=no #

		flags= # list of flags and date at which they were triggered

		{

		}

	}

}

Quests

quests=

{

	quest=

	{

		id # type of quests

		holder # character ID of holder of quest

		society # type of society

		target=

		{

			char_target # character ID of target of quest

		}

	}

}

Final information

generated_societies=yes # are societies activated

generated_artifacts=yes # are artefacts activated

trade_route=

{

	silk_road=

	{

		multiplier #

		wealth_change #

	}

}

vc_data #

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